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# Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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2024-06-13 20:34:24.508078
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# Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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### Unstable If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy. Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
Unknown
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy.Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
necrovox
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### Unstable If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy. Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
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# 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. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 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. :::
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# Movement _Source: Necromunda Core Rulebook (2023)_ During the Action phase, a number of actions allow a model to move in different ways, as detailed previously. Sometimes, a model may even be moved involuntarily as a result of an enemy attack or an in-game effect. This section deals with how models are moved around the tabletop and how terrain can hinder their progress. ## Moving Models All models, be they fighters or vehicles, move by performing actions. For example, a fighter might perform a Move (Simple) action to advance cautiously, or may perform two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A model is not obliged to move its full Movement allowance, it can move any distance up to its Movement allowance, but it cannot move further. A fighter need not move in a straight line, vehicles however are more restricted; a fighter can zigzag around terrain as appropriate (though note that a Charge (Double) action should take the shortest route possible), whereas a vehicle can make a number of turns based upon the action being performed. After moving, a fighter can turn to face any direction, whereas a vehicle’s facing will be determined by the action it performed. All actions that include movement must be declared before any measuring is carried out. Sometimes, after a model’s declared movement is measured, it may become obvious that it does not have as much movement as hoped and will end its movement short of where the controlling player had planned. In this case, move the model as far as possible in the desired direction, and try to make good use of any available cover! Note that, in the case of a fighter performing a Charge (Double) action, if the fighter has insufficient movement to make it into base to base contact with an enemy fighter, they must still move the full distance (stopping 1" away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ## The 1" Rule Fighters cannot move to within 1" of an enemy fighter during their activation, unless that enemy fighter is Prone and Seriously Injured. Vehicles suffer no such restriction and can move to within 1" of any enemy model during their activation, as described on the opposite page. The only exception to this rule is when a Standing and Active fighter performs a Charge (Double) action, in which case they may move to within 1" of one or more enemy fighters, provided that they end their movement in base to base contact with one or more enemy fighters. If a fighter performing a Charge (Double) action has sufficient movement to get within 1" of an enemy fighter but does not have sufficient movement to make it into base to base contact with the enemy fighter, they must stop moving 1" away. It may occur that a fighter is moved involuntarily to within 1" of an enemy model. For example, a fighter with the [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) skill may throw an enemy fighter that they are engaged with, which may result in that fighter coming into contact with other fighters, friendly or enemy. Should this happen, the normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of being thrown into contact with one another). Once they have been, move the model that was involuntarily moved by the shortest route possible until it is 1" away from the enemy model. ## Directly Towards & Directly Away From Sometimes, the rules will say that a model needs to move directly towards another model. To do this, trace an imaginary straight line that crosses through the centre of each model – the moving model then moves towards the other along this line the required distance. Similarly, to move directly away from another model, follow the same method but move the moving model away. As always, this cannot make a model move through a solid terrain feature. Should a model contact a solid terrain feature, it stops and does not move further ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ### Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check.
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2024-06-13 20:34:24.508078
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# Movement _Source: Necromunda Core Rulebook (2023)_ During the Action phase, a number of actions allow a model to move in different ways, as detailed previously. Sometimes, a model may even be moved involuntarily as a result of an enemy attack or an in-game effect. This section deals with how models are moved around the tabletop and how terrain can hinder their progress. ## Moving Models All models, be they fighters or vehicles, move by performing actions. For example, a fighter might perform a Move (Simple) action to advance cautiously, or may perform two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A model is not obliged to move its full Movement allowance, it can move any distance up to its Movement allowance, but it cannot move further. A fighter need not move in a straight line, vehicles however are more restricted; a fighter can zigzag around terrain as appropriate (though note that a Charge (Double) action should take the shortest route possible), whereas a vehicle can make a number of turns based upon the action being performed. After moving, a fighter can turn to face any direction, whereas a vehicle’s facing will be determined by the action it performed. All actions that include movement must be declared before any measuring is carried out. Sometimes, after a model’s declared movement is measured, it may become obvious that it does not have as much movement as hoped and will end its movement short of where the controlling player had planned. In this case, move the model as far as possible in the desired direction, and try to make good use of any available cover! Note that, in the case of a fighter performing a Charge (Double) action, if the fighter has insufficient movement to make it into base to base contact with an enemy fighter, they must still move the full distance (stopping 1" away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ## The 1" Rule Fighters cannot move to within 1" of an enemy fighter during their activation, unless that enemy fighter is Prone and Seriously Injured. Vehicles suffer no such restriction and can move to within 1" of any enemy model during their activation, as described on the opposite page. The only exception to this rule is when a Standing and Active fighter performs a Charge (Double) action, in which case they may move to within 1" of one or more enemy fighters, provided that they end their movement in base to base contact with one or more enemy fighters. If a fighter performing a Charge (Double) action has sufficient movement to get within 1" of an enemy fighter but does not have sufficient movement to make it into base to base contact with the enemy fighter, they must stop moving 1" away. It may occur that a fighter is moved involuntarily to within 1" of an enemy model. For example, a fighter with the [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) skill may throw an enemy fighter that they are engaged with, which may result in that fighter coming into contact with other fighters, friendly or enemy. Should this happen, the normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of being thrown into contact with one another). Once they have been, move the model that was involuntarily moved by the shortest route possible until it is 1" away from the enemy model. ## Directly Towards & Directly Away From Sometimes, the rules will say that a model needs to move directly towards another model. To do this, trace an imaginary straight line that crosses through the centre of each model – the moving model then moves towards the other along this line the required distance. Similarly, to move directly away from another model, follow the same method but move the moving model away. As always, this cannot make a model move through a solid terrain feature. Should a model contact a solid terrain feature, it stops and does not move further ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ### Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check.
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### 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 | | -&nbsp;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
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Autogun - Rad
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2024-06-13 20:34:24.508078
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['[[rapid_fire]]', '[[scarce]]', '[[rad_phage]]']
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['Autogun - Rad']
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### 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 | | -&nbsp;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
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# Favours :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During the pre-battle actions of any game, a gang may petition their House for aid. Roll 2D6 on one of the tables below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). - **House Gangs:** - Law Abiding: - Generic: Generic House, or: - Gang specific: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar - Outlaw: Outlaw - Corrupted: Chaos - Infected: Genestealer Cult - **Bounty Hunter:** Outlaw - Leader with House Legacy: House (can choose between House and Outlaw) - **Enforcer:** None. - **Chaotic** (Chaos Cult, Corpse Grinder Cult, Corrupted gangs): Chaos - **Genestealer Cult:** Genestealer Cult - **Slave Ogryn:** Outlaw :::danger House Rule (Necrodamus) Don’t apply this bonus if all gangs participating in the battle are new. Add +1 (max +3) per 200 credits difference in Gang Rating instead. ::: ### Generic House Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang's House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br />The player must select one of their Juves or Gangers and remove them from their Gang. | | 3-5 | **Indifference:** _Do not bore me with your cries!_<br /> Despite the gang leader's pleas, their House remains indifferent to the gang's plight - try harder ganger! | | 6-8 | **Arms Shipment:** _Clearly they simply require the tools to get the job done._<br />The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br />Add a free Juve - though the player still needs to buy their equipment as normal.. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br />The House sends a trainer - choose D3+1 fighters to receive D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br />Add a free Ganger with up to 150 credits worth of gear and 2D6 XP to the gang as a permanent addition. | ### Cawdor Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> |
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# Favours :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During the pre-battle actions of any game, a gang may petition their House for aid. Roll 2D6 on one of the tables below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). - **House Gangs:** - Law Abiding: - Generic: Generic House, or: - Gang specific: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar - Outlaw: Outlaw - Corrupted: Chaos - Infected: Genestealer Cult - **Bounty Hunter:** Outlaw - Leader with House Legacy: House (can choose between House and Outlaw) - **Enforcer:** None. - **Chaotic** (Chaos Cult, Corpse Grinder Cult, Corrupted gangs): Chaos - **Genestealer Cult:** Genestealer Cult - **Slave Ogryn:** Outlaw :::danger House Rule (Necrodamus) Don’t apply this bonus if all gangs participating in the battle are new. Add +1 (max +3) per 200 credits difference in Gang Rating instead. ::: ### Generic House Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang's House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br />The player must select one of their Juves or Gangers and remove them from their Gang. | | 3-5 | **Indifference:** _Do not bore me with your cries!_<br /> Despite the gang leader's pleas, their House remains indifferent to the gang's plight - try harder ganger! | | 6-8 | **Arms Shipment:** _Clearly they simply require the tools to get the job done._<br />The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br />Add a free Juve - though the player still needs to buy their equipment as normal.. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br />The House sends a trainer - choose D3+1 fighters to receive D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br />Add a free Ganger with up to 150 credits worth of gear and 2D6 XP to the gang as a permanent addition. | ### Cawdor Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> |
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# 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).
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Sector Mechanicus', 'Underdog']
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# 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).
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a target is hit by a Scattershot attack, make D6wound rolls instead of 1.
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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# 89. Settlement Raid _Man the walls!_ In the Settlement Raid scenario, one gang launches a full-frontal assault on another gang’s settlement in order to try to loot it. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Divide the battlefield into 2 halves: - Attacker: Standard. - Defender: Defender can set up any terrain representing their settlement including a Gang Stronghold. The defender's half is the settlement being raided. :::info Outlander Campaign The defender can set up any and all settlement defences in defender's half of the battlefield. This replaces the default Gang Stronghold. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the settlement. 2. **Attacker:** Within 2" of the opposite battlefield edge. ## Reinforcements - Defender: 2. - Each End phase (starting on the 3rd round). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Ransacking The Settlement _The attacker is trying to get fighters into the enemy settlement to cause havoc and steal anything that is not nailed down._ Attackers B2B with the defender's battlefield Edge can be removed from the battlefield in the start of the End phase. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, all remaining attackers automatically ransacks the settlement. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The attacker wins by looting at least 100 credits from the settlement, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per ransacking attacker. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each ransacking attacker. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 89. Settlement Raid _Man the walls!_ In the Settlement Raid scenario, one gang launches a full-frontal assault on another gang’s settlement in order to try to loot it. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Divide the battlefield into 2 halves: - Attacker: Standard. - Defender: Defender can set up any terrain representing their settlement including a Gang Stronghold. The defender's half is the settlement being raided. :::info Outlander Campaign The defender can set up any and all settlement defences in defender's half of the battlefield. This replaces the default Gang Stronghold. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the settlement. 2. **Attacker:** Within 2" of the opposite battlefield edge. ## Reinforcements - Defender: 2. - Each End phase (starting on the 3rd round). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Ransacking The Settlement _The attacker is trying to get fighters into the enemy settlement to cause havoc and steal anything that is not nailed down._ Attackers B2B with the defender's battlefield Edge can be removed from the battlefield in the start of the End phase. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, all remaining attackers automatically ransacks the settlement. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The attacker wins by looting at least 100 credits from the settlement, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per ransacking attacker. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each ransacking attacker. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
equipment
Krak Grenade
Unknown
grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Unknown
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Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast.
Unknown
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25
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Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel.
Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
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### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
Unknown
Unknown
Unknown
Unknown
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# 25. Claim the Spire _Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires._ **Source: White Dwarf, January 2018** ## Battlefield Lay out the terrain so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as normal. ## Crews - Custom. ## Tactics Cards - Frag Trap, Blood Dept & Last Gasp. ## Deployment Standard. ## Objectives Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action. ## Ending the Battle The battle ends when only one gang has fighters remaining. Additionally, if a gang Bottles Out, the battle also ends on a 4+ at the end of the following round. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 3+ and so on. ## Victory If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner. ## Rewards #### Credits - D3x10 to the winner #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +3 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. :::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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 25. Claim the Spire _Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires._ **Source: White Dwarf, January 2018** ## Battlefield Lay out the terrain so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as normal. ## Crews - Custom. ## Tactics Cards - Frag Trap, Blood Dept & Last Gasp. ## Deployment Standard. ## Objectives Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action. ## Ending the Battle The battle ends when only one gang has fighters remaining. Additionally, if a gang Bottles Out, the battle also ends on a 4+ at the end of the following round. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 3+ and so on. ## Victory If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner. ## Rewards #### Credits - D3x10 to the winner #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +3 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. :::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.
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# 68. The Last Round _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet..._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. ## Battlefield Standard with the following exceptions (the battle takes place in a drinking hole): - Centre: An open area roughly 122 wide with a reasonable amount of scatter terrain (represents the taproom). - Surrounding area: As normal. - Border between centre and surrounding area: Walls (impassable terrain) with 2+ doors (entrances). ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment 1. **Attacker:** Within 6” of any edge of the battlefield. 2. **Defender:** Within 12” of the centre (taproom). ## Limited Ammo _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet… The defenders are caught by surprise and only have a limited supply of ammo to hand, and haven’t brought all the firepower._ Apply the following to all weapons carried by defending fighters: 1. Weapons with Limited can't be used. 2. Gain Limited (if Scarce). 3. Gain Scarce (if not having Scarce already). ## On The Clock _While the defenders are caught unexpected, the attackers can still lose their nerve when trying to take out the toughest gang around._ Starting with the End phase of round 3 (and the End phase of each subsequent round), each gang with a Leader present on the battlefield (not Seriously Injured, Out of Action or Broken) rolls a D6: - If the defender’s roll is higher than each of the attackers’ rolls (compared individually), all attacking gangs must immediately remove D3 random fighters from the battlefield (lose the nerve and flee). ## Ending the Battle The battle ends when only one side (attacker or defender) has fighters remaining on the battlefield. ## Victory The defender wins if at least 1 defending fighter remains on the battlefield (not Seriously Injured) at the end of the battle. Otherwise the attacker wins. ## Outcome _Win or lose, the glorious run for the most powerful gang in the dome ends here. If the defender wins, enjoy one last round of drinks (over the corpses of the rivals) before disappearing from the sector and into legend. Otherwise, become permanent fixtures of the bar’s decor..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note ALTERNATIVES The two sides can be rebalanced. Each side can have additional benefits. **Attackers:** - Recruit a free Bounty Hunter or Hive Scum. - An Enforcer patrol can show up to help. - A Guild entourage can show up to help. - Modify crew sizes. **Defender:** - Set up sentry guns and defences in the bar. - A friendly Ogryn bouncer. - The bar could be on fire: - -2 hit modifier to all ranged attacks. - D3 random fighters on each side must roll against Blaze (4+) or catch fire (as if being hit by a Blaze weapon). Alternatively, create an attacking gang (Enforcers, outlaws, plague zombies etc.) to fight against all Leaders in the campaign as the defenders. :::
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2024-06-13 20:34:24.508078
['scenario', 'endgame', 'zone-mortalis', 'sector-mechanicus']
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# 68. The Last Round _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet..._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. ## Battlefield Standard with the following exceptions (the battle takes place in a drinking hole): - Centre: An open area roughly 122 wide with a reasonable amount of scatter terrain (represents the taproom). - Surrounding area: As normal. - Border between centre and surrounding area: Walls (impassable terrain) with 2+ doors (entrances). ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment 1. **Attacker:** Within 6” of any edge of the battlefield. 2. **Defender:** Within 12” of the centre (taproom). ## Limited Ammo _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet… The defenders are caught by surprise and only have a limited supply of ammo to hand, and haven’t brought all the firepower._ Apply the following to all weapons carried by defending fighters: 1. Weapons with Limited can't be used. 2. Gain Limited (if Scarce). 3. Gain Scarce (if not having Scarce already). ## On The Clock _While the defenders are caught unexpected, the attackers can still lose their nerve when trying to take out the toughest gang around._ Starting with the End phase of round 3 (and the End phase of each subsequent round), each gang with a Leader present on the battlefield (not Seriously Injured, Out of Action or Broken) rolls a D6: - If the defender’s roll is higher than each of the attackers’ rolls (compared individually), all attacking gangs must immediately remove D3 random fighters from the battlefield (lose the nerve and flee). ## Ending the Battle The battle ends when only one side (attacker or defender) has fighters remaining on the battlefield. ## Victory The defender wins if at least 1 defending fighter remains on the battlefield (not Seriously Injured) at the end of the battle. Otherwise the attacker wins. ## Outcome _Win or lose, the glorious run for the most powerful gang in the dome ends here. If the defender wins, enjoy one last round of drinks (over the corpses of the rivals) before disappearing from the sector and into legend. Otherwise, become permanent fixtures of the bar’s decor..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note ALTERNATIVES The two sides can be rebalanced. Each side can have additional benefits. **Attackers:** - Recruit a free Bounty Hunter or Hive Scum. - An Enforcer patrol can show up to help. - A Guild entourage can show up to help. - Modify crew sizes. **Defender:** - Set up sentry guns and defences in the bar. - A friendly Ogryn bouncer. - The bar could be on fire: - -2 hit modifier to all ranged attacks. - D3 random fighters on each side must roll against Blaze (4+) or catch fire (as if being hit by a Blaze weapon). Alternatively, create an attacking gang (Enforcers, outlaws, plague zombies etc.) to fight against all Leaders in the campaign as the defenders. :::
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![[core-gangs]]
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2024-06-13 20:34:24.508078
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### Rad-Phage After fully resolving any successful hits a fighter suffers from a weapon with this Trait, roll an additional D6. On a 4+, the fighter will suffer an additional Flesh Wound.
Unknown
Rad-Phage
Unknown
Unknown
0
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Unknown
Unknown
Unknown
0
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
After fully resolving any successful hits a fighter suffersfrom a weapon with this Trait, roll an additional D6. Ona 4+, the fighter will suffer an additional Flesh Wound.
necrovox
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Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Rad-Phage After fully resolving any successful hits a fighter suffers from a weapon with this Trait, roll an additional D6. On a 4+, the fighter will suffer an additional Flesh Wound.
Unknown
Unknown
Unknown
Unknown
0
0
0
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59
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content: {{context}} prompt: summarize the content
Unknown
🗞️ Summarize
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2024-06-13 20:34:24.508078
writing, thinking, learning
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select a content and it will be summarized.
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summarize
Noureddine
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content: {{context}} prompt: summarize the content
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Pre-battle Sequence :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 1. Make a Challenge 1. Recruit Hired Guns 1. Determine Scenario 1. Draw Sub-plot(s) 1. Set up the Battlefield 1. Choose Crews 1. Announce Resource Bonuses 1. Tactics Cards (specified by scenario) 1. Deployment (specified by scenario or default) ## 1. Make a Challenge A gang must challenge another gang. For campaigns with Resources, nominate an eligible Resource as the stake. If the challenged gang had captured any fighters from the challenger's gang, the captives can be the stake of the battle (instead of any resources). The challenged gang then accepts or refuses the challenge. If refused, the challenger automatically gains the stake (Resource or freeing the captives). #### Uprising Determine Ascendancy effects before each battle. Roll a D6 and apply the effects for the Allegiance that currently have Ascendancy. Effects apply to all participating gangs. ## 2. Recruit Hired Guns The underdog starts recruiting Hired Guns (roll-off in case of a tie). :::tip YAQ Then re-calculate Gang Rating including Hired Guns. ::: ## 3. Determine Scenario Roll for scenario. There are 3 options: - Default: Randomize (depending on scenario) using a scenario table (D6/2D6/D36). - Hive War (randomly generate a scenario). An underdog scenario can be selected by the underdog if the difference in Gang Rating is more than 400 and the underdog can choose the scenario. :::info Goonhammer Scenario Table <Tabs> <TabItem value="dominion" label="Dominion" default> | 2D6 | Result | Scenario Options | | :---: | :-------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="law-misrule" label="Law & Misrule"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="uprising" label="Uprising"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> </Tabs> [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: #### Zone Mortalis or Sector Mechanicus Agree whether using the Zone Mortalis or Sector Mechanicus battlefield. If no agreement can be made, the gang choosing the scenario decides (roll-off if neither gang chooses the scenario). #### Determine the Attacker & Defender - **Dominion** and **Law & Misrule:** - **Campaign Phase 1:** The gang that chose the scenario is the attacker. Roll-off if neither gang chose the scenario. - **Campaign Phase 3:** The gang that issued the challenge is the attacker (unless of course the challenged gang also holds a Wastes or Whisper Brokers Resource). - **Uprising:** - If there is a choice for scenario, the gang on the side with Ascendancy can choose. - The gang with Ascendancy is the attacker. #### Rescue Mission If a gang has captured fighters, the captured fighter’s gang can override the Scenario table and attempt a rescue mission. The captive(s) replace the Resource as the stake of the battle. ## 4. Draw Sub-plots - **Dominion (House):** Draw 1 each. - **Law & Misrule (Intrigues):** Draw 3 each. - **Uprising, Outlander:** None. _NB: A gang with an Alliance can't use Sub-plots._ ## 5. Set up the Battlefield Setup the battlefield according to the scenario or the default rules. ## 6. Choose Crews Each gang creates a crew from the available models, using one of the following methods, specified by the scenario. Unless the scenario states otherwise, the rest of the crew will not take any part in the battle. The crew can't include any models who are unable to take part in the battle for any reason (in Recovery, Captured etc.). Note that vehicles are generally only designed for Ash Wastes battlefields, however agreements can be made to include vehicles in the crew for any battlefields. #### Random (X) The crew consists of a number of randomly selected models. The size of the crew is shown in the brackets. If models with multiple equipment sets are included in the crew, a randomly determined equipment set is used. #### Custom (X) Chooses any models as the crew. If there is a number in brackets, that is the maximum number of fighters that can be included. #### Crew 1. Generate the starting crew (Random or Custom). 2. Additional models can take the starting crew size above the amount specified by the scenario: - Hired Guns. - Alliance (Guild, Recidivist or Noble). ## 7. Announce Resource Bonuses Announce any bonuses gained by Resources or Reputation that may have an effect on this battle. If a bonus is not announced, it can't be used during the battle. ## 8. Tactics Cards Draw cards as described in the scenario. (or a house ruled method) ## Additional Optional Steps - Patronage (Underdog bonus) - Badzone Environment & Event - Favours | Limit | Patronage | Cost | | ----- | :-------------------- | :--- | | 0-5 | Tactics card (Random) | 100 | | 0-2 | Tactics card (Custom) | 200 | | 0-1 | Sub-plot (Random) | 100 | | 0-1 | Sub-plot (Custom) | 200 | | 0-\* | Hanger-o | - | | 0-3 | Ganger | - | | 0-\* | Juve | - | | 0-1 | Dramatis Personae | - | | 0-1 | Bounty Hunter | - | | 0-5 | Hive Scum | - | ## Badzone Randomize: - Environment. - Event. ## Various Bonuses The table below shows which bonuses can be combined: | | Agent | Alliance | Favour | Sub-plot | | -------- | ----- | -------- | ------ | -------- | | Agent | N/A | Yes? | No | Yes | | Alliance | Yes? | N/A | No | No | | Favour | No | No | N/A | Yes | | Sub-plot | Yes | No | Yes | N/A | ## Choose Scenario | 2D6 | Dominion | Law & Misrule | Outlander | Uprising | | ----- | :--------------------------------------------------------------------- | :--------------- | :---------------- | :------------ | ------------------------------- | -------------------------- | ----------------- | -------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | Choose any. | | 4-5 | Border Dispute or | Marauders. | Looters or | The Trap. | Development: Gunk Tank. | Expansion: Settlement. | Meat Harvest. | | 6-7 | Stand-off or | Tunnel Skirmish. | Ambush or | Marauders. | Development: Mining Expedition. | Expansion: Market Mayhem. | Hit & Run or | Show of Force. | | 8-9 | Sabotage or | Sneak Attack. | Border Dispute or | Smash & Grab. | Development: Big Score. | Expansion: Stealth Attack. | Search & Destroy. | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | Choose any. | #### Ash Wastes | D6 | Near Wastes | Deep Wastes | Wild Wastes | | --- | :--------------------------------------------------------------------- | :-------------- | :------------------- | | 1 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 2 | Looters. | Fuel Hunt. | Beast. | | 3 | Marauders / Settlement Raid v2. | Breakdown. | Incoming Storm. | | 4 | Settlement Showdown. | Rescue Mission. | Ambush. | | 5 | Bone Road Death Race. | Cargo Run. | Wasteland Encounter. | | 6 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | #### Alternative Uprising Table | D36 | Uprising (Alternative) | | --- | :--------------------- | | 11 | Show of Force. | | 12 | Hit & Run. | | 13 | Search and Destroy. | | 14 | Meat Harvest. | | 15 | Propaganda. | | 16 | Scavenge. | | 21 | Public Execution. | | 22 | Takeover. | | 23 | Hunt Them Down. | | 24 | Ritual. | | 25 | Blood Rites. | | 26 | Slaughter. | | 31 | Meeeeeeeeeat! | | 32 | Daemonic Possession. | | 33 | Meat for the Grinder. | | 34 | Urban Renewal. | | 35 | War in the Shadows. | | 36 | End Times. | #### Succession Table | 2D6 | Succession | | ----- | :--------------------------------------------------------------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 4-5 | Fall of Badzones Outpost or Parley Showdown | | 6-7 | Gunk War or Battle of the Riftways | | 8-9 | Out of the Storm or Street Fight | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. |
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Pre-battle Sequence :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 1. Make a Challenge 1. Recruit Hired Guns 1. Determine Scenario 1. Draw Sub-plot(s) 1. Set up the Battlefield 1. Choose Crews 1. Announce Resource Bonuses 1. Tactics Cards (specified by scenario) 1. Deployment (specified by scenario or default) ## 1. Make a Challenge A gang must challenge another gang. For campaigns with Resources, nominate an eligible Resource as the stake. If the challenged gang had captured any fighters from the challenger's gang, the captives can be the stake of the battle (instead of any resources). The challenged gang then accepts or refuses the challenge. If refused, the challenger automatically gains the stake (Resource or freeing the captives). #### Uprising Determine Ascendancy effects before each battle. Roll a D6 and apply the effects for the Allegiance that currently have Ascendancy. Effects apply to all participating gangs. ## 2. Recruit Hired Guns The underdog starts recruiting Hired Guns (roll-off in case of a tie). :::tip YAQ Then re-calculate Gang Rating including Hired Guns. ::: ## 3. Determine Scenario Roll for scenario. There are 3 options: - Default: Randomize (depending on scenario) using a scenario table (D6/2D6/D36). - Hive War (randomly generate a scenario). An underdog scenario can be selected by the underdog if the difference in Gang Rating is more than 400 and the underdog can choose the scenario. :::info Goonhammer Scenario Table <Tabs> <TabItem value="dominion" label="Dominion" default> | 2D6 | Result | Scenario Options | | :---: | :-------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="law-misrule" label="Law & Misrule"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="uprising" label="Uprising"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> </Tabs> [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: #### Zone Mortalis or Sector Mechanicus Agree whether using the Zone Mortalis or Sector Mechanicus battlefield. If no agreement can be made, the gang choosing the scenario decides (roll-off if neither gang chooses the scenario). #### Determine the Attacker & Defender - **Dominion** and **Law & Misrule:** - **Campaign Phase 1:** The gang that chose the scenario is the attacker. Roll-off if neither gang chose the scenario. - **Campaign Phase 3:** The gang that issued the challenge is the attacker (unless of course the challenged gang also holds a Wastes or Whisper Brokers Resource). - **Uprising:** - If there is a choice for scenario, the gang on the side with Ascendancy can choose. - The gang with Ascendancy is the attacker. #### Rescue Mission If a gang has captured fighters, the captured fighter’s gang can override the Scenario table and attempt a rescue mission. The captive(s) replace the Resource as the stake of the battle. ## 4. Draw Sub-plots - **Dominion (House):** Draw 1 each. - **Law & Misrule (Intrigues):** Draw 3 each. - **Uprising, Outlander:** None. _NB: A gang with an Alliance can't use Sub-plots._ ## 5. Set up the Battlefield Setup the battlefield according to the scenario or the default rules. ## 6. Choose Crews Each gang creates a crew from the available models, using one of the following methods, specified by the scenario. Unless the scenario states otherwise, the rest of the crew will not take any part in the battle. The crew can't include any models who are unable to take part in the battle for any reason (in Recovery, Captured etc.). Note that vehicles are generally only designed for Ash Wastes battlefields, however agreements can be made to include vehicles in the crew for any battlefields. #### Random (X) The crew consists of a number of randomly selected models. The size of the crew is shown in the brackets. If models with multiple equipment sets are included in the crew, a randomly determined equipment set is used. #### Custom (X) Chooses any models as the crew. If there is a number in brackets, that is the maximum number of fighters that can be included. #### Crew 1. Generate the starting crew (Random or Custom). 2. Additional models can take the starting crew size above the amount specified by the scenario: - Hired Guns. - Alliance (Guild, Recidivist or Noble). ## 7. Announce Resource Bonuses Announce any bonuses gained by Resources or Reputation that may have an effect on this battle. If a bonus is not announced, it can't be used during the battle. ## 8. Tactics Cards Draw cards as described in the scenario. (or a house ruled method) ## Additional Optional Steps - Patronage (Underdog bonus) - Badzone Environment & Event - Favours | Limit | Patronage | Cost | | ----- | :-------------------- | :--- | | 0-5 | Tactics card (Random) | 100 | | 0-2 | Tactics card (Custom) | 200 | | 0-1 | Sub-plot (Random) | 100 | | 0-1 | Sub-plot (Custom) | 200 | | 0-\* | Hanger-o | - | | 0-3 | Ganger | - | | 0-\* | Juve | - | | 0-1 | Dramatis Personae | - | | 0-1 | Bounty Hunter | - | | 0-5 | Hive Scum | - | ## Badzone Randomize: - Environment. - Event. ## Various Bonuses The table below shows which bonuses can be combined: | | Agent | Alliance | Favour | Sub-plot | | -------- | ----- | -------- | ------ | -------- | | Agent | N/A | Yes? | No | Yes | | Alliance | Yes? | N/A | No | No | | Favour | No | No | N/A | Yes | | Sub-plot | Yes | No | Yes | N/A | ## Choose Scenario | 2D6 | Dominion | Law & Misrule | Outlander | Uprising | | ----- | :--------------------------------------------------------------------- | :--------------- | :---------------- | :------------ | ------------------------------- | -------------------------- | ----------------- | -------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | Choose any. | | 4-5 | Border Dispute or | Marauders. | Looters or | The Trap. | Development: Gunk Tank. | Expansion: Settlement. | Meat Harvest. | | 6-7 | Stand-off or | Tunnel Skirmish. | Ambush or | Marauders. | Development: Mining Expedition. | Expansion: Market Mayhem. | Hit & Run or | Show of Force. | | 8-9 | Sabotage or | Sneak Attack. | Border Dispute or | Smash & Grab. | Development: Big Score. | Expansion: Stealth Attack. | Search & Destroy. | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | Choose any. | #### Ash Wastes | D6 | Near Wastes | Deep Wastes | Wild Wastes | | --- | :--------------------------------------------------------------------- | :-------------- | :------------------- | | 1 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 2 | Looters. | Fuel Hunt. | Beast. | | 3 | Marauders / Settlement Raid v2. | Breakdown. | Incoming Storm. | | 4 | Settlement Showdown. | Rescue Mission. | Ambush. | | 5 | Bone Road Death Race. | Cargo Run. | Wasteland Encounter. | | 6 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | #### Alternative Uprising Table | D36 | Uprising (Alternative) | | --- | :--------------------- | | 11 | Show of Force. | | 12 | Hit & Run. | | 13 | Search and Destroy. | | 14 | Meat Harvest. | | 15 | Propaganda. | | 16 | Scavenge. | | 21 | Public Execution. | | 22 | Takeover. | | 23 | Hunt Them Down. | | 24 | Ritual. | | 25 | Blood Rites. | | 26 | Slaughter. | | 31 | Meeeeeeeeeat! | | 32 | Daemonic Possession. | | 33 | Meat for the Grinder. | | 34 | Urban Renewal. | | 35 | War in the Shadows. | | 36 | End Times. | #### Succession Table | 2D6 | Succession | | ----- | :--------------------------------------------------------------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 4-5 | Fall of Badzones Outpost or Parley Showdown | | 6-7 | Gunk War or Battle of the Riftways | | 8-9 | Out of the Storm or Street Fight | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. |
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# Status _Source: Necromunda Core Rulebook (2023)_ ## Fighter Status A fighter’s Status dictates what they can or cannot do. The actions a fighter can perform during their activation will depend heavily upon their current Status. During a game of Necromunda, a fighter’s Status can change. This is generally represented by how the fighter is positioned on the battlefield, be they Standing or Prone, as described below, but may also depend upon other factors. ### Standing A fighter that is upright on the battlefield is said to be ‘Standing’. Whilst Standing, a fighter may perform a wide range of actions with relative ease. #### Secondary Statuses While Standing Whilst Standing, a fighter will always be subject to one of two Secondary Statuses as well: ‘Active’ or ‘Engaged’. This Secondary Status will affect the actions a Standing fighter may perform during their activation. **Active:** A Standing fighter is Active if they are not currently engaged with any enemy fighters. This is the default Status for a fighter; Standing and Active, and such fighters enjoy the greatest freedom to perform actions. **Engaged:** In order for fighters to make close combat attacks, they must be engaging an enemy model: - If the base of a Standing fighter is touching the base of an enemy fighter, they are said to be in base to base contact and are engaged with that enemy fighter. - If the base of a Standing fighter is within 1" of any part of an enemy vehicle, they may choose to Engage that vehicle. - A vehicle cannot Engage an enemy fighter. A Standing fighter that is Engaged can generally only choose actions that allow them to fight or retreat, but other factors such as skills may increase the number of available options. Players should note that in some cases a fighter may be able to Engage an enemy fighter they are not in base to base contact with, or an enemy vehicle that they are not within 1" of. For example, weapons with the Versatile trait allow a fighter to Engage enemy models from further away. ### Prone A fighter that is laid down is ‘Prone’. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight – they are considered to be well out of the way of the action. A Prone fighter may be placed face-up or face-down, depending upon their Secondary Status. #### Secondary Statuses While Prone Whilst Prone, a fighter will always be subject to one of two Secondary Statuses as well: ‘Pinned’ or ‘Seriously Injured’. This Secondary Status will affect the actions a Prone fighter may perform and the way in which other models may interact with them. **Pinned:** Fighters generally become Prone and ‘Pinned’ as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone and Pinned fighter ever becomes engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action for free (i.e., without having to spend an action to do so), becoming Standing and Engaged, though they do count as having had to [Turn to Face](/docs/the-rules/close-combat#1-turn-to-face). A fighter can never be both Prone and Pinned and Engaged. A Prone fighter that is Pinned is laid face-up, representing the fighter keeping their head down to avoid enemy fire. **Seriously Injured:** If a fighter should suffer a ‘Serious Injury’ result on an Injury dice (either as the result of being reduced to 0 Wounds, or as the result of an attack from a weapon with a Trait such as Gas or Toxin), that fighter is laid face-down and becomes Prone and Seriously Injured. A fighter is very vulnerable whilst this is their Status, being susceptible to enemy attacks against which they cannot defend themselves and being unable to move quickly towards safety. ## Vehicle Status The Status of a vehicle indicates its degree of mobility. The actions available to a vehicle during its activation will depend heavily upon its current Status. During a game of Necromunda, a vehicle’s Status can change. This generally represents how fast the vehicle is moving or, if it has halted, why it has done so, as described below, but may also depend upon other factors. ### Mobile Whilst a vehicle is ‘Mobile’ it is able to move quite freely around the battlefield, performing a range of actions with ease. ### Stationary A vehicle that is unable to move for any reason is ‘Stationary’. Whilst Stationary, the actions available to the vehicle may be dramatically reduced. #### Secondary Status Whilst Stationary Whilst Stationary, a vehicle will always be subject to one of two Secondary Statuses as well: ‘Stalled’ or ‘Wrecked’. This Secondary Status essentially explains why the vehicle is Stationary and will determine how easily it can become Mobile (if at all) and which actions it can perform during its activation. **Stalled:** A Stationary vehicle is Stalled if it has been forced to stop moving by an enemy attack, by damage, or by any other in-game effect or special rule that prevents the vehicle from moving. Stalled vehicles can often fire their weapons, but must ‘Restart’ (see [Stationary & Stalled Vehicles](/docs/the-rules/vehicle-actions#stationary--stalled-vehicles)) before they can move off. **Wrecked:** During the course of a battle, a vehicle might become Stationary and Wrecked due to damage sustained. Once a vehicle is Wrecked it can no longer perform any actions and is treated like a piece of terrain. :::note ### Determining Status The Primary and Secondary Status of both fighters and vehicles can change often. Most often, Status will change during the model’s activation, but it can also change during the activation of other models. Players should determine the Primary and Secondary Status of each model at the end of its activation for the benefit of their opponent and keep track of any changes as play progresses. When a model is activated, confirm its current Primary and Secondary Status. :::
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# Status _Source: Necromunda Core Rulebook (2023)_ ## Fighter Status A fighter’s Status dictates what they can or cannot do. The actions a fighter can perform during their activation will depend heavily upon their current Status. During a game of Necromunda, a fighter’s Status can change. This is generally represented by how the fighter is positioned on the battlefield, be they Standing or Prone, as described below, but may also depend upon other factors. ### Standing A fighter that is upright on the battlefield is said to be ‘Standing’. Whilst Standing, a fighter may perform a wide range of actions with relative ease. #### Secondary Statuses While Standing Whilst Standing, a fighter will always be subject to one of two Secondary Statuses as well: ‘Active’ or ‘Engaged’. This Secondary Status will affect the actions a Standing fighter may perform during their activation. **Active:** A Standing fighter is Active if they are not currently engaged with any enemy fighters. This is the default Status for a fighter; Standing and Active, and such fighters enjoy the greatest freedom to perform actions. **Engaged:** In order for fighters to make close combat attacks, they must be engaging an enemy model: - If the base of a Standing fighter is touching the base of an enemy fighter, they are said to be in base to base contact and are engaged with that enemy fighter. - If the base of a Standing fighter is within 1" of any part of an enemy vehicle, they may choose to Engage that vehicle. - A vehicle cannot Engage an enemy fighter. A Standing fighter that is Engaged can generally only choose actions that allow them to fight or retreat, but other factors such as skills may increase the number of available options. Players should note that in some cases a fighter may be able to Engage an enemy fighter they are not in base to base contact with, or an enemy vehicle that they are not within 1" of. For example, weapons with the Versatile trait allow a fighter to Engage enemy models from further away. ### Prone A fighter that is laid down is ‘Prone’. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight – they are considered to be well out of the way of the action. A Prone fighter may be placed face-up or face-down, depending upon their Secondary Status. #### Secondary Statuses While Prone Whilst Prone, a fighter will always be subject to one of two Secondary Statuses as well: ‘Pinned’ or ‘Seriously Injured’. This Secondary Status will affect the actions a Prone fighter may perform and the way in which other models may interact with them. **Pinned:** Fighters generally become Prone and ‘Pinned’ as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone and Pinned fighter ever becomes engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action for free (i.e., without having to spend an action to do so), becoming Standing and Engaged, though they do count as having had to [Turn to Face](/docs/the-rules/close-combat#1-turn-to-face). A fighter can never be both Prone and Pinned and Engaged. A Prone fighter that is Pinned is laid face-up, representing the fighter keeping their head down to avoid enemy fire. **Seriously Injured:** If a fighter should suffer a ‘Serious Injury’ result on an Injury dice (either as the result of being reduced to 0 Wounds, or as the result of an attack from a weapon with a Trait such as Gas or Toxin), that fighter is laid face-down and becomes Prone and Seriously Injured. A fighter is very vulnerable whilst this is their Status, being susceptible to enemy attacks against which they cannot defend themselves and being unable to move quickly towards safety. ## Vehicle Status The Status of a vehicle indicates its degree of mobility. The actions available to a vehicle during its activation will depend heavily upon its current Status. During a game of Necromunda, a vehicle’s Status can change. This generally represents how fast the vehicle is moving or, if it has halted, why it has done so, as described below, but may also depend upon other factors. ### Mobile Whilst a vehicle is ‘Mobile’ it is able to move quite freely around the battlefield, performing a range of actions with ease. ### Stationary A vehicle that is unable to move for any reason is ‘Stationary’. Whilst Stationary, the actions available to the vehicle may be dramatically reduced. #### Secondary Status Whilst Stationary Whilst Stationary, a vehicle will always be subject to one of two Secondary Statuses as well: ‘Stalled’ or ‘Wrecked’. This Secondary Status essentially explains why the vehicle is Stationary and will determine how easily it can become Mobile (if at all) and which actions it can perform during its activation. **Stalled:** A Stationary vehicle is Stalled if it has been forced to stop moving by an enemy attack, by damage, or by any other in-game effect or special rule that prevents the vehicle from moving. Stalled vehicles can often fire their weapons, but must ‘Restart’ (see [Stationary & Stalled Vehicles](/docs/the-rules/vehicle-actions#stationary--stalled-vehicles)) before they can move off. **Wrecked:** During the course of a battle, a vehicle might become Stationary and Wrecked due to damage sustained. Once a vehicle is Wrecked it can no longer perform any actions and is treated like a piece of terrain. :::note ### Determining Status The Primary and Secondary Status of both fighters and vehicles can change often. Most often, Status will change during the model’s activation, but it can also change during the activation of other models. Players should determine the Primary and Secondary Status of each model at the end of its activation for the benefit of their opponent and keep track of any changes as play progresses. When a model is activated, confirm its current Primary and Secondary Status. :::
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# Badzone Enforcers Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ | Ganger | Juve | | :-------------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Autogun | 15 | 15 | 15 | 15 | | + Reclaimed | (10) | (10) | - | 10 | | Enforcer Boltgun | 50 | 50 | 50 | - | | Combat shotgun (salvo & shredder) | 60 | 60 | 60 | - | | Lasgun | (15) | (15) | - | 15 | | Sawn-off shotgun | (15) | (15) | - | 15 | | Shotgun (solid & scatter) | (30) | (30) | - | 30 | | Throwing knives | (10) | (10) | - | 10 | ## Pistols | Item | Leader | Champ | Ganger | Juve | | :-------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Autopistol | 10 | 10 | 10 | 10 | | + Reclaimed | (5) | (5) | - | 5 | | Laspistol | (10) | (10) | - | 10 | | Plasma pistol | 50 | 50 | - | - | | Stub gun | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | ## Special Weapons | Item | Leader | Champ | Ganger | Juve | | :----------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | G(S) | | | Concussion carbine | 30 | 30 | 30 | - | | Flamer | - | - | 140 | - | | Grenade launcher (frag & stun) | 50 | 50 | - | - | | Sniper rifle | 35 | 35 | 35 | - | | Web gun | 125 | 125 | - | - | ## Heavy Weapons | Item | Leader | Champ | Ganger | Juve | | :------------------------------------ | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | G(S) | | | Assault ram (SLHG ‘sledge hammer’) \* | 90 | 90 | - | - | | - Assault ram | 0 | 0 | - | - | | - Grenade launcher (choke gas & frag) | 0 | 0 | | | | Heavy concussion ram \* | 70 | 70 | - | - | | Heavy Stubber \* | 130 | 130 | 130 | - | ## Close Combat Weapons | Item | Leader | Champ | Ganger | Juve | | :------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Axe | (10) | (10) | - | 10 | | Chainsword | - | - | - | 25 | | Flail | (20) | (20) | - | 20 | | Fighting Knife | (10) | (10) | - | 10 | | Maul (club) | (10) | (10) | - | 10 | | Power knife | 25 | 25 | - | - | | Power maul | 30 | 30 | - | - | | Shield (Vigilance assault) | 40 | 40 | - | - | | Shock baton | 30 | 30 | 30 | - | | Shock stave | 25 | 25 | 25 | - | | Two-handed axe \* | (25) | (25) | - | 25 | | Two-handed hammer \* | (35) | (35) | - | 35 | ## Grenades | Item | Leader | Champ | Ganger | Juve | | :--------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Blasting charges | - | - | - | 35 | | Frag | 30 | 30 | 30 | 30 | | Krak | - | - | - | 45 | | Photon flash | 15 | 15 | 15 | - | | Smoke | 15 | 15 | 15 | 15 | | Stun | 15 | 15 | 15 | - | ## Armour | Item | Leader | Champ | Ganger | Juve | | :----------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | - | - | - | 25 | | Flak | 10 | 10 | 10 | 10 | | - Layered | 20 | 20 | - | - | | - Hardened | 30 | 30 | - | - | | - Hardened layered | 50 | 50 | - | - | | Hazard suit | - | - | - | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | ## Field Armour | Item | Leader | Champ | Ganger | Juve | | :-------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | - | - | | Refractor | 50 | 50 | - | - | ## Equipment | Item | Leader | Champ | Ganger | Juve | | :--------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 20 | 20 | 20 | - | | Drop rig | (10) | (10) | (10) | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | (10) | (10) | (10) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | (20) | | Respirator | 15 | 15 | 15 | (15) | | Stimm-slug stash | 30 | 30 | 30 | - | ## Pets (Status Item) | Item | Leader | Champ | Ganger | Juve | | :------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Hacked cyber-mastiff (0-1) | 100 | 100 | - | - | ## Weapon Accessories | Item | Leader | Champ | Ganger | Juve | | :-------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Infra-sight (PBSH) \*\* | 40 | 40 | 40 | - | | Telescopic sight (PBS) \*\* | 25 | 25 | 25 | 25 | \*\*: Maximum one gunsight per weapon.
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2024-06-13 20:34:24.508078
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# Badzone Enforcers Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ | Ganger | Juve | | :-------------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Autogun | 15 | 15 | 15 | 15 | | + Reclaimed | (10) | (10) | - | 10 | | Enforcer Boltgun | 50 | 50 | 50 | - | | Combat shotgun (salvo & shredder) | 60 | 60 | 60 | - | | Lasgun | (15) | (15) | - | 15 | | Sawn-off shotgun | (15) | (15) | - | 15 | | Shotgun (solid & scatter) | (30) | (30) | - | 30 | | Throwing knives | (10) | (10) | - | 10 | ## Pistols | Item | Leader | Champ | Ganger | Juve | | :-------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Autopistol | 10 | 10 | 10 | 10 | | + Reclaimed | (5) | (5) | - | 5 | | Laspistol | (10) | (10) | - | 10 | | Plasma pistol | 50 | 50 | - | - | | Stub gun | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | ## Special Weapons | Item | Leader | Champ | Ganger | Juve | | :----------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | G(S) | | | Concussion carbine | 30 | 30 | 30 | - | | Flamer | - | - | 140 | - | | Grenade launcher (frag & stun) | 50 | 50 | - | - | | Sniper rifle | 35 | 35 | 35 | - | | Web gun | 125 | 125 | - | - | ## Heavy Weapons | Item | Leader | Champ | Ganger | Juve | | :------------------------------------ | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | G(S) | | | Assault ram (SLHG ‘sledge hammer’) \* | 90 | 90 | - | - | | - Assault ram | 0 | 0 | - | - | | - Grenade launcher (choke gas & frag) | 0 | 0 | | | | Heavy concussion ram \* | 70 | 70 | - | - | | Heavy Stubber \* | 130 | 130 | 130 | - | ## Close Combat Weapons | Item | Leader | Champ | Ganger | Juve | | :------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Axe | (10) | (10) | - | 10 | | Chainsword | - | - | - | 25 | | Flail | (20) | (20) | - | 20 | | Fighting Knife | (10) | (10) | - | 10 | | Maul (club) | (10) | (10) | - | 10 | | Power knife | 25 | 25 | - | - | | Power maul | 30 | 30 | - | - | | Shield (Vigilance assault) | 40 | 40 | - | - | | Shock baton | 30 | 30 | 30 | - | | Shock stave | 25 | 25 | 25 | - | | Two-handed axe \* | (25) | (25) | - | 25 | | Two-handed hammer \* | (35) | (35) | - | 35 | ## Grenades | Item | Leader | Champ | Ganger | Juve | | :--------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Blasting charges | - | - | - | 35 | | Frag | 30 | 30 | 30 | 30 | | Krak | - | - | - | 45 | | Photon flash | 15 | 15 | 15 | - | | Smoke | 15 | 15 | 15 | 15 | | Stun | 15 | 15 | 15 | - | ## Armour | Item | Leader | Champ | Ganger | Juve | | :----------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | - | - | - | 25 | | Flak | 10 | 10 | 10 | 10 | | - Layered | 20 | 20 | - | - | | - Hardened | 30 | 30 | - | - | | - Hardened layered | 50 | 50 | - | - | | Hazard suit | - | - | - | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | ## Field Armour | Item | Leader | Champ | Ganger | Juve | | :-------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | - | - | | Refractor | 50 | 50 | - | - | ## Equipment | Item | Leader | Champ | Ganger | Juve | | :--------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 20 | 20 | 20 | - | | Drop rig | (10) | (10) | (10) | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | (10) | (10) | (10) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | (20) | | Respirator | 15 | 15 | 15 | (15) | | Stimm-slug stash | 30 | 30 | 30 | - | ## Pets (Status Item) | Item | Leader | Champ | Ganger | Juve | | :------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Hacked cyber-mastiff (0-1) | 100 | 100 | - | - | ## Weapon Accessories | Item | Leader | Champ | Ganger | Juve | | :-------------------------- | :----: | :---: | ------ | ---- | | **Eligibility** | ✓ | ✓ | | | | Infra-sight (PBSH) \*\* | 40 | 40 | 40 | - | | Telescopic sight (PBS) \*\* | 25 | 25 | 25 | 25 | \*\*: Maximum one gunsight per weapon.
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# 13. Escape the Pit! _Gangs are looting the depths of the hive when ancient machinery grinds to life._ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. Mark the centre point of the battlefield, this is the escape point. If using Sector Mechanicus, the escape point should be on an elevated platform - the higher the better! ## Crews - Random (D3+4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Alternate placing 3 loot caskets each, rolling off to see who will place the first casket. Loot caskets must be placed anywhere on the board at least 8” from any edge, 8” from another loot casket and 12” from the escape point. Roll-off again, the winner deploying first, choosing any board edge and putting down their entire crew within 6” of that edge. The other player then sets up their entire crew within 6” of the opposite board edge. ## Objectives The gangs are trying to grab as much loot as they can and then escape. ## Special Rule: The Walls Are Moving! At the start of round 3, the player with priority should roll a D6 - on a 3+ the walls close in. **Zone Mortalis:** Randomly select one of the edge-most tiles and remove it from the board (the tile with the escape point is always the last to be removed). **Sector Mechanicus:** Randomize a board edge and remove all terrain within 6” of both this edge and the opposite edge - these areas are now no longer part of the battlefield. Fighters caught in a vanishing part of the battlefield should make an Initiative test. If passed, move them to the nearest part of the board that is still part of the battlefield, otherwise they are taken Out of Action. Continue rolling at the start of each round to see if the walls close in until the scenario ends or there are no more battlefield left. ## Escaping Fighters within 1” of the escape point may leave the battlefield at the start of any End phase (even if Seriously Injured). Fighters that have escaped are removed from the table and take no further part in the battle. They count as Out of Action for the purposes of Bottle tests. ## Fleeing the Battlefield If a gang voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner claims any loot caskets left on the battlefield. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining (at the end of a round). - No battlefield area remains (at the start of a round). ## Victory The gang who escaped with the most loot caskets is the winner (or in case of a tie, the gang with most escaped fighters). Otherwise it is a draw. ## Rewards #### Credits - D3x10 per loot casket the gang escaped with. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for escaping. - +1 for escaping while carrying a loot casket. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for escaping with at least 1 fighter. - +1 per escaped loot casket.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 13. Escape the Pit! _Gangs are looting the depths of the hive when ancient machinery grinds to life._ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. Mark the centre point of the battlefield, this is the escape point. If using Sector Mechanicus, the escape point should be on an elevated platform - the higher the better! ## Crews - Random (D3+4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Alternate placing 3 loot caskets each, rolling off to see who will place the first casket. Loot caskets must be placed anywhere on the board at least 8” from any edge, 8” from another loot casket and 12” from the escape point. Roll-off again, the winner deploying first, choosing any board edge and putting down their entire crew within 6” of that edge. The other player then sets up their entire crew within 6” of the opposite board edge. ## Objectives The gangs are trying to grab as much loot as they can and then escape. ## Special Rule: The Walls Are Moving! At the start of round 3, the player with priority should roll a D6 - on a 3+ the walls close in. **Zone Mortalis:** Randomly select one of the edge-most tiles and remove it from the board (the tile with the escape point is always the last to be removed). **Sector Mechanicus:** Randomize a board edge and remove all terrain within 6” of both this edge and the opposite edge - these areas are now no longer part of the battlefield. Fighters caught in a vanishing part of the battlefield should make an Initiative test. If passed, move them to the nearest part of the board that is still part of the battlefield, otherwise they are taken Out of Action. Continue rolling at the start of each round to see if the walls close in until the scenario ends or there are no more battlefield left. ## Escaping Fighters within 1” of the escape point may leave the battlefield at the start of any End phase (even if Seriously Injured). Fighters that have escaped are removed from the table and take no further part in the battle. They count as Out of Action for the purposes of Bottle tests. ## Fleeing the Battlefield If a gang voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner claims any loot caskets left on the battlefield. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining (at the end of a round). - No battlefield area remains (at the start of a round). ## Victory The gang who escaped with the most loot caskets is the winner (or in case of a tie, the gang with most escaped fighters). Otherwise it is a draw. ## Rewards #### Credits - D3x10 per loot casket the gang escaped with. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for escaping. - +1 for escaping while carrying a loot casket. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for escaping with at least 1 fighter. - +1 per escaped loot casket.
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# 43. Scavenge _Desperate for supplies, gangs loot the battlefield._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Standard. 2. 2D6 loot (caskets, barrels, consoles, etc.). Take turn deploying (starting with the gang with Priority): - At least 3” from any terrain. - At least 6” away from any battlefield edge. :::danger House Rule (Necrodamus) The original loot deployment rules are broken. Use this instead: - At least 12” from own deployment zone. - At least 6” from another loot. ::: ## Looting the Battlefield Gangs are out for loot and steal anything that’s not nailed down - and some things that are! A fighter within 1” of a loot can make a Loot (Double) action to see if it contains anything useful. Roll a D6: | D6 | Result | | :-: | :------------------------------------------------------------------------ | | 1 | Booby trap! Explodes like a frag trap: Str 3, D 1, Blast (5”), Knockback. | | 2-3 | Nothing. | | 4+ | 1 loot point. | Regardless of the result, the loot is removed from the battlefield. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - No more loot. ## Victory The gang that gathered the most loot points is the winner. If the score is equal: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - D3x10 per loot point. #### 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. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: +1 per loot point. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Uprising']
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# 43. Scavenge _Desperate for supplies, gangs loot the battlefield._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Standard. 2. 2D6 loot (caskets, barrels, consoles, etc.). Take turn deploying (starting with the gang with Priority): - At least 3” from any terrain. - At least 6” away from any battlefield edge. :::danger House Rule (Necrodamus) The original loot deployment rules are broken. Use this instead: - At least 12” from own deployment zone. - At least 6” from another loot. ::: ## Looting the Battlefield Gangs are out for loot and steal anything that’s not nailed down - and some things that are! A fighter within 1” of a loot can make a Loot (Double) action to see if it contains anything useful. Roll a D6: | D6 | Result | | :-: | :------------------------------------------------------------------------ | | 1 | Booby trap! Explodes like a frag trap: Str 3, D 1, Blast (5”), Knockback. | | 2-3 | Nothing. | | 4+ | 1 loot point. | Regardless of the result, the loot is removed from the battlefield. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - No more loot. ## Victory The gang that gathered the most loot points is the winner. If the score is equal: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - D3x10 per loot point. #### 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. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: +1 per loot point. :::
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2024-06-13 20:34:24.508078
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# Setting Up The Campaign _Source: Necromunda Core Rulebook (2023)_ Setting up a Dominion Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and been given their starting Territories. This is best done in a single evening or session, where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together, and generally gets excited about the fun ahead. ## Set Start And End Dates The Dominion Campaign is divided into six campaign cycles, separated by a single cycle of Downtime after the first three cycles, meaning the campaign will last a total of seven cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play; however, if the players choose, then a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the Downtime cycle will fall. They then share this information with the players. ## Determine Territories The number of Territories used in a Dominion Campaign depends on the number of players committed to the campaign – see the following table: | Players | Territories Generated | | :-----: | :-------------------: | | 3 | 9 | | 4 | 12 | | 5 | 15 | | 6 | 18 | | 7 | 21 | | 8 | 24 | Territories are generated using the following method: 1. For each House represented by a player’s gang, take the cards for those Territories that offer Enhanced Boons to gangs of that House and make a deck of them. 2. Draw one Territory from each of these House decks of cards and put them aside until step 5 (note: one card is drawn, no matter how many gangs there are from an individual House). 3. Take all of the remaining cards, add the cards not drawn during step 1 back in, shuffle them together and draw a number of additional Territories until the number of Territories required for the campaign have been drawn. 4. All non-selected Territories are discarded. 5. All of the selected Territories are revealed to all of the players ### Making A Deck Of Territories You can build a deck of Territories by using half a deck of playing cards to determine the Territories for a campaign. Remove all Hearts, Clubs and Jokers, leaving just Spades and Diamonds. Each card in these remaining suits corresponds to a Territory, as per the table shown below: | Card | Territory | | :---------------- | :------------------- | | Ace of Diamonds | Settlement | | 2 of Diamonds | Old Ruins | | 3 of Diamonds | Rogue Doc Shop | | 4 of Diamonds | Promethium Cache | | 5 of Diamonds | Wastes | | 6 of Diamonds | Sludge Sea | | 7 of Diamonds | Workshop | | 8 of Diamonds | Collapsed Dome | | 9 of Diamonds | Refuse Drift | | 10 of Diamonds | Corpse Farm | | Jack of Diamonds | Bone Shrine | | Queen of Diamonds | Drinking Hole | | King of Diamonds | Gambling Den | | Ace of Spades | Needle Ways | | 2 of Spades | Synth Still | | 3 of Spades | Stinger Mould Sprawl | | 4 of Spades | Narco Den | | 5 of Spades | Slag Furnace | | 6 of Spades | Fighting Pit | | 7 of Spades | Smelting Works | | 8 of Spades | Mine Workings | | 9 of Spades | Tunnels | | 10 of Spades | Toll Crossing | | Jack of Spades | Generatorium | | Queen of Spades | Archeotech Device | | King of Spades | Tech Bazaar | ## Issuing And Accepting Challenges During a Dominion Campaign, battles are fought on a challenge basis: - During each cycle, each player may issue one challenge to another gang to do battle over control of a Territory nominated by the challenger: - In the first campaign cycle, challenges are made ina random order. - In later cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first. - During the Occupation phase, the challenger nominates one uncontrolled Territory to be the stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded. If there are no uncontrolled Territories, the challenger instead nominates one Territory controlled by the gang they are challenging to be the stake of the battle. - During the Takeover phase, the challenger nominates one Territory controlled by the gang they are challenging to be the stake of the battle. - If one of a gang’s fighters has been captured by another gang, rather than challenging for a Territory, that gang may issue a challenge to the captors to play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. - When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the Territory is automatically claimed by the challenger. - If a gang receives two or more challenges within a single campaign cycle, they may decline the second and any subsequent challenges without penalty. - If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the campaign cycle, they may issue another challenge. The gang that wins the battle takes control of the Territory (or retains control of the Territory, as the case may be). If the battle results in a draw: - During the Occupation phase, neither gang takes control of the Territory if the Territory is unclaimed. - During the Takeover phase, the gang that controlled the Territory before the battle retains control of the Territory. ### Scenario Selection Table When a challenge is issued, roll 2D6 on the table below to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Territories chooses which scenario to play. If both players have the same number of Territories, the winner of a roll-off chooses which scenario to play. | | 4-5 | Play the Border Dispute or the Fuel Hunt scenario. | | 6-7 | Play the Smash & Grab or the Settlement Raid scenario. | | 8-9 | Play The Trap or the Cargo Run scenario. | | 10-12 | The player with fewer Territories chooses which scenario to play. If both players have the same number of Territories, the winner of a roll-off chooses which scenario to play. | Players should now agree whether they will fight an Underhive or Ash Wastes battle. If they cannot decide, the player who chooses the scenario decides. If neither player chooses the scenario (for example, because a 4-9 was rolled on the table), the players should roll off and the winner’s choice applies.
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# Setting Up The Campaign _Source: Necromunda Core Rulebook (2023)_ Setting up a Dominion Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and been given their starting Territories. This is best done in a single evening or session, where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together, and generally gets excited about the fun ahead. ## Set Start And End Dates The Dominion Campaign is divided into six campaign cycles, separated by a single cycle of Downtime after the first three cycles, meaning the campaign will last a total of seven cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play; however, if the players choose, then a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the Downtime cycle will fall. They then share this information with the players. ## Determine Territories The number of Territories used in a Dominion Campaign depends on the number of players committed to the campaign – see the following table: | Players | Territories Generated | | :-----: | :-------------------: | | 3 | 9 | | 4 | 12 | | 5 | 15 | | 6 | 18 | | 7 | 21 | | 8 | 24 | Territories are generated using the following method: 1. For each House represented by a player’s gang, take the cards for those Territories that offer Enhanced Boons to gangs of that House and make a deck of them. 2. Draw one Territory from each of these House decks of cards and put them aside until step 5 (note: one card is drawn, no matter how many gangs there are from an individual House). 3. Take all of the remaining cards, add the cards not drawn during step 1 back in, shuffle them together and draw a number of additional Territories until the number of Territories required for the campaign have been drawn. 4. All non-selected Territories are discarded. 5. All of the selected Territories are revealed to all of the players ### Making A Deck Of Territories You can build a deck of Territories by using half a deck of playing cards to determine the Territories for a campaign. Remove all Hearts, Clubs and Jokers, leaving just Spades and Diamonds. Each card in these remaining suits corresponds to a Territory, as per the table shown below: | Card | Territory | | :---------------- | :------------------- | | Ace of Diamonds | Settlement | | 2 of Diamonds | Old Ruins | | 3 of Diamonds | Rogue Doc Shop | | 4 of Diamonds | Promethium Cache | | 5 of Diamonds | Wastes | | 6 of Diamonds | Sludge Sea | | 7 of Diamonds | Workshop | | 8 of Diamonds | Collapsed Dome | | 9 of Diamonds | Refuse Drift | | 10 of Diamonds | Corpse Farm | | Jack of Diamonds | Bone Shrine | | Queen of Diamonds | Drinking Hole | | King of Diamonds | Gambling Den | | Ace of Spades | Needle Ways | | 2 of Spades | Synth Still | | 3 of Spades | Stinger Mould Sprawl | | 4 of Spades | Narco Den | | 5 of Spades | Slag Furnace | | 6 of Spades | Fighting Pit | | 7 of Spades | Smelting Works | | 8 of Spades | Mine Workings | | 9 of Spades | Tunnels | | 10 of Spades | Toll Crossing | | Jack of Spades | Generatorium | | Queen of Spades | Archeotech Device | | King of Spades | Tech Bazaar | ## Issuing And Accepting Challenges During a Dominion Campaign, battles are fought on a challenge basis: - During each cycle, each player may issue one challenge to another gang to do battle over control of a Territory nominated by the challenger: - In the first campaign cycle, challenges are made ina random order. - In later cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first. - During the Occupation phase, the challenger nominates one uncontrolled Territory to be the stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded. If there are no uncontrolled Territories, the challenger instead nominates one Territory controlled by the gang they are challenging to be the stake of the battle. - During the Takeover phase, the challenger nominates one Territory controlled by the gang they are challenging to be the stake of the battle. - If one of a gang’s fighters has been captured by another gang, rather than challenging for a Territory, that gang may issue a challenge to the captors to play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. - When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the Territory is automatically claimed by the challenger. - If a gang receives two or more challenges within a single campaign cycle, they may decline the second and any subsequent challenges without penalty. - If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the campaign cycle, they may issue another challenge. The gang that wins the battle takes control of the Territory (or retains control of the Territory, as the case may be). If the battle results in a draw: - During the Occupation phase, neither gang takes control of the Territory if the Territory is unclaimed. - During the Takeover phase, the gang that controlled the Territory before the battle retains control of the Territory. ### Scenario Selection Table When a challenge is issued, roll 2D6 on the table below to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Territories chooses which scenario to play. If both players have the same number of Territories, the winner of a roll-off chooses which scenario to play. | | 4-5 | Play the Border Dispute or the Fuel Hunt scenario. | | 6-7 | Play the Smash & Grab or the Settlement Raid scenario. | | 8-9 | Play The Trap or the Cargo Run scenario. | | 10-12 | The player with fewer Territories chooses which scenario to play. If both players have the same number of Territories, the winner of a roll-off chooses which scenario to play. | Players should now agree whether they will fight an Underhive or Ash Wastes battle. If they cannot decide, the player who chooses the scenario decides. If neither player chooses the scenario (for example, because a 4-9 was rolled on the table), the players should roll off and the winner’s choice applies.
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content: {{context}} prompt: make the content very clear and easy to understand
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2024-06-13 20:34:24.508078
thinking, writing
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select a content and it will be simplified.
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simplify
Noureddine
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content: {{context}} prompt: make the content very clear and easy to understand
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# 83. Test of Faith _A gang tests the faith of its newest members._ **Source: House of Faith** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios provided here have been designed for House Cawdor gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Test of Faith lends itself well to multi-player games – where multiple gangs gather to test the strength of their newest members or even a gathering of Cawdor gangs fight each other to weed out the weakest believers among them. By contrast, Righteous Crusade can be used to represent any gang that has been charged with clearing out an area of the underhive, whether in the name of some unseen master, or perhaps in the employ of the Guilds, a criminal syndicate or some other underhive power. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Cawdor. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## The Unworthy _A gang tests the faith of its newest members._ Declare 3 Unworthy fighters from the attacking crew: - The 3 cheapest fighters (credit cost). - Not Leader or Champion. ## Trials Of Faith _The Unworthy must prove themselves during the battle._ There are 6 trials that can be completed by the Unworthy: 1. Perform a Coup de Grace (against an enemy). 1. Recover from being Seriously Injured. 1. Inflict a wound on an enemy Leader or Champion. 1. Take down an enemy Psyker (Seriously Injure or Out of Action). 1. Take down an enemy Brute (Seriously Injure or Out of Action). 1. Survive being ablaze for 3 consecutive rounds. Each trial can be completed multiple times. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All Unworthy are removed from the battlefield. - Completing 6 trials. ## Victory The attacker wins if completing 6 trials. Otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each Unworthy completing at least 1 trial. 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. - +D3+1 to the attacker if completing each individual trial (6 different). - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can almost always win by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the Unworthy from completing more trials. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Cawdor Scenario']
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# 83. Test of Faith _A gang tests the faith of its newest members._ **Source: House of Faith** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios provided here have been designed for House Cawdor gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Test of Faith lends itself well to multi-player games – where multiple gangs gather to test the strength of their newest members or even a gathering of Cawdor gangs fight each other to weed out the weakest believers among them. By contrast, Righteous Crusade can be used to represent any gang that has been charged with clearing out an area of the underhive, whether in the name of some unseen master, or perhaps in the employ of the Guilds, a criminal syndicate or some other underhive power. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Cawdor. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## The Unworthy _A gang tests the faith of its newest members._ Declare 3 Unworthy fighters from the attacking crew: - The 3 cheapest fighters (credit cost). - Not Leader or Champion. ## Trials Of Faith _The Unworthy must prove themselves during the battle._ There are 6 trials that can be completed by the Unworthy: 1. Perform a Coup de Grace (against an enemy). 1. Recover from being Seriously Injured. 1. Inflict a wound on an enemy Leader or Champion. 1. Take down an enemy Psyker (Seriously Injure or Out of Action). 1. Take down an enemy Brute (Seriously Injure or Out of Action). 1. Survive being ablaze for 3 consecutive rounds. Each trial can be completed multiple times. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All Unworthy are removed from the battlefield. - Completing 6 trials. ## Victory The attacker wins if completing 6 trials. Otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each Unworthy completing at least 1 trial. 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. - +D3+1 to the attacker if completing each individual trial (6 different). - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can almost always win by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the Unworthy from completing more trials. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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# Vehicle Profiles _Source: Necromunda Core Rulebook (2023)_ ## Vehicle Characteristic Profiles Similar to fighters, each vehicle has a ‘characteristics profile’, which details its strengths and weaknesses. For example, here is the profile for a Goliath Road Thug driving a Goliath Mauler: <table> <thead> <tr> <td colSpan="7">Vehicle Characteristics</td> <td colSpan="5">Crew Characteristics</td> </tr> <tr> <td></td> <td colSpan="3">Toughness</td> <td colSpan="3"></td> <td colSpan="5"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>HP</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>7"</td> <td>5 </td> <td>4 </td> <td>4 </td> <td>3 </td> <td>5+</td> <td>5+</td> <td>4+</td> <td>8+</td> <td>5+</td> <td>9+</td> <td>8+</td> </tr> </tbody> </table> ### Vehicle Characteristics |M|Front|Side|Rear|HP|Hnd|Sv| |---|---|---|---|---|---|---| |7"|5|4|4|3|5+|5+| ### Crew Characteristics |BS|Ld|Cl|Wil|Int| |---|---|---|---|---| |4+|8+|5+|9+|8+| Vehicle Profiles appear slightly differently on Necrodamus, for sake of brevity. <VehicleCard> <div className="stats"> ## Example Vehicle | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | </div> </VehicleCard> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each of these characteristics represents a different trait or attribute of either the vehicle itself or of its crew, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Toughness (Front, Side and Rear) and Hull Points (HP) are all shown as simple numbers, in which case a higher number is better. - Save (Sv), Ballistic Skill (BS) and Handling (Hnd) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Rolling Dice](/docs/general-principles/rolling-dice). In which case, a lower number is better. In addition, a vehicle card will have all four psychology characteristics assigned to it, just like a fighter; Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int). In the case of a vehicle, these represent the psychological traits of the crew rather than the vehicle itself. These are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as vehicles are upgraded and as the crew gains experience or suffers injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below: #### Vehicle Characteristics | | M | Front | Side | Rear | HP | Hnd | Sv | | :-----: | :-: | :---: | :--: | :--: | :-: | --- | --- | | **Max** | 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | **Min** | 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | #### Crew Characteristics | | BS | Ld | Cl | Wil | Int | | :-----: | :-: | :-: | :-: | :-: | :-: | | **Max** | 2+ | 3+ | 3+ | 3+ | 3+ | | **Min** | 6+ | 10+ | 10+ | 10+ | 10+ | ## Vehicle Characteristics & Characteristic Tests A vehicle’s characteristics are defined as follows: Here is the formatted table: ### Movement (M) This is the distance, in inches, the vehicle can move when making a standard Move action. ### Toughness (Front, Side, Rear) All vehicles have three Toughness characteristics: Front, Side and Rear, corresponding to their vision arcs (see [Vehicle Vision Arcs](/docs/general-principles/line-of-sight-and-cover#vehicle-vision-arcs)). This shows how sturdily built a vehicle is; the higher a vehicle’s Toughness characteristic, the less likely it is to be damaged by an attack. ### Hull Points (Hp) A vehicle’s Hull Points characteristic is a measure of how much punishment it can sustain before it is Wrecked. ### Handling (Hnd) This represents how manoeuvrable a vehicle is and how responsive it is to the crew’s commands. Handling is used to avoid damage from dangerous terrain, maintain control after suffering damage, and when attempting to Restart a Stalled vehicle. ### Save (Sv) This indicates how heavily armoured a vehicle is. ### Ballistic Skill (Bs) This characteristic represents the proficiency of the vehicle’s crew with ranged weapons fitted to the vehicle. ### Leadership (Ld) A vehicle’s Leadership characteristic represents the ability of its crew to issue or follow commands in the heat of battle. ### Cool (Cl) A vehicle’s Cool characteristic represents the capacity of its crew for keeping calm under fire. ### Willpower (Wil) Willpower is a measure of the crew’s mental fortitude and resilience against the horrors of Necromunda. ### Intelligence (Int) This represents the mental acuity and ability of the crew to apply knowledge. | **Characteristic** | **Description** | | --- | --- | | Movement (M) | Distance, in inches, a vehicle can move when making a standard Move action. | | Toughness (Front, Side, Rear) | Measures how sturdily built a vehicle is; higher values mean less likely to be damaged by an attack. | | Hull Points (HP) | A measure of how much punishment a vehicle can sustain before being Wrecked. | | Handling (Hnd) | Represents how manoeuvrable and responsive a vehicle is, used for avoiding damage, maintaining control, and Restarting a Stalled vehicle. | | Save (Sv) | Indicates how heavily armoured a vehicle is. | | Ballistic Skill (Bs) | Represents the proficiency of a vehicle's crew with ranged weapons fitted to the vehicle. | | Leadership (Ld) | A measure of a vehicle's crew ability to issue or follow commands in battle. | | Cool (Cl) | Represents the capacity of a vehicle's crew to keep calm under fire. | | Willpower (Wil) | Measures a vehicle's crew mental fortitude and resilience against the horrors of Necromunda. | | Intelligence (Int) | Represents the mental acuity and ability of a vehicle's crew to apply knowledge. | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given as a simple number, the modifier is applied as written – for example, if a vehicle with a Front Toughness of 6 is given a +1 modifier to its Toughness, its Front Toughness counts as 7. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success), the modifier is applied to the dice roll rather than the characteristic. ### Characteristic Tests Players will often be called on to make a characteristic test for a vehicle – for example, a Ballistic Skill test is made when a vehicle attacks with a ranged weapon. Characteristics tests are made as follows: - Ballistic Skill tests are made by making a target number roll on a single D6 (as described in [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Handling, Leadership, Cool, Willpower and Intelligence tests are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. - To check against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing, the check is passed. A natural roll of a 6 is always a fail. ## Vehicle Cards As with fighters, each vehicle within a player’s gang is represented by a model on the battlefield and a Vehicle card filled in with their characteristics, upgrades, special rules and other useful reference information. Blank Vehicle cards with the logo of each House can be found in the various Gang Tactics card packs. Each Vehicle card is split into several areas: 1. The vehicle’s name. 2. The vehicle’s type. 3. The vehicle’s cost, in credits. 4. The vehicle’s characteristics. The last five (BS, Ld, Cl, Wil, Int) are shaded as a reminder that they are the characteristics of the crew rather than the physical characteristics of the vehicle (see [Vehicle Profiles](/docs/gang-fighters-and-their-weaponry/vehicle-profiles)). 5. The weapons the vehicle is equipped with. 6. Any special rules the vehicle has, as described in its entry in the gang list. 7. Any upgrades the vehicle has been equipped with. 8. Any Wargear the vehicle has been equipped with. ![](vehicle-card-numbered.jpg)
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# Vehicle Profiles _Source: Necromunda Core Rulebook (2023)_ ## Vehicle Characteristic Profiles Similar to fighters, each vehicle has a ‘characteristics profile’, which details its strengths and weaknesses. For example, here is the profile for a Goliath Road Thug driving a Goliath Mauler: <table> <thead> <tr> <td colSpan="7">Vehicle Characteristics</td> <td colSpan="5">Crew Characteristics</td> </tr> <tr> <td></td> <td colSpan="3">Toughness</td> <td colSpan="3"></td> <td colSpan="5"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>HP</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>7"</td> <td>5 </td> <td>4 </td> <td>4 </td> <td>3 </td> <td>5+</td> <td>5+</td> <td>4+</td> <td>8+</td> <td>5+</td> <td>9+</td> <td>8+</td> </tr> </tbody> </table> ### Vehicle Characteristics |M|Front|Side|Rear|HP|Hnd|Sv| |---|---|---|---|---|---|---| |7"|5|4|4|3|5+|5+| ### Crew Characteristics |BS|Ld|Cl|Wil|Int| |---|---|---|---|---| |4+|8+|5+|9+|8+| Vehicle Profiles appear slightly differently on Necrodamus, for sake of brevity. <VehicleCard> <div className="stats"> ## Example Vehicle | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | </div> </VehicleCard> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each of these characteristics represents a different trait or attribute of either the vehicle itself or of its crew, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Toughness (Front, Side and Rear) and Hull Points (HP) are all shown as simple numbers, in which case a higher number is better. - Save (Sv), Ballistic Skill (BS) and Handling (Hnd) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Rolling Dice](/docs/general-principles/rolling-dice). In which case, a lower number is better. In addition, a vehicle card will have all four psychology characteristics assigned to it, just like a fighter; Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int). In the case of a vehicle, these represent the psychological traits of the crew rather than the vehicle itself. These are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as vehicles are upgraded and as the crew gains experience or suffers injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below: #### Vehicle Characteristics | | M | Front | Side | Rear | HP | Hnd | Sv | | :-----: | :-: | :---: | :--: | :--: | :-: | --- | --- | | **Max** | 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | **Min** | 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | #### Crew Characteristics | | BS | Ld | Cl | Wil | Int | | :-----: | :-: | :-: | :-: | :-: | :-: | | **Max** | 2+ | 3+ | 3+ | 3+ | 3+ | | **Min** | 6+ | 10+ | 10+ | 10+ | 10+ | ## Vehicle Characteristics & Characteristic Tests A vehicle’s characteristics are defined as follows: Here is the formatted table: ### Movement (M) This is the distance, in inches, the vehicle can move when making a standard Move action. ### Toughness (Front, Side, Rear) All vehicles have three Toughness characteristics: Front, Side and Rear, corresponding to their vision arcs (see [Vehicle Vision Arcs](/docs/general-principles/line-of-sight-and-cover#vehicle-vision-arcs)). This shows how sturdily built a vehicle is; the higher a vehicle’s Toughness characteristic, the less likely it is to be damaged by an attack. ### Hull Points (Hp) A vehicle’s Hull Points characteristic is a measure of how much punishment it can sustain before it is Wrecked. ### Handling (Hnd) This represents how manoeuvrable a vehicle is and how responsive it is to the crew’s commands. Handling is used to avoid damage from dangerous terrain, maintain control after suffering damage, and when attempting to Restart a Stalled vehicle. ### Save (Sv) This indicates how heavily armoured a vehicle is. ### Ballistic Skill (Bs) This characteristic represents the proficiency of the vehicle’s crew with ranged weapons fitted to the vehicle. ### Leadership (Ld) A vehicle’s Leadership characteristic represents the ability of its crew to issue or follow commands in the heat of battle. ### Cool (Cl) A vehicle’s Cool characteristic represents the capacity of its crew for keeping calm under fire. ### Willpower (Wil) Willpower is a measure of the crew’s mental fortitude and resilience against the horrors of Necromunda. ### Intelligence (Int) This represents the mental acuity and ability of the crew to apply knowledge. | **Characteristic** | **Description** | | --- | --- | | Movement (M) | Distance, in inches, a vehicle can move when making a standard Move action. | | Toughness (Front, Side, Rear) | Measures how sturdily built a vehicle is; higher values mean less likely to be damaged by an attack. | | Hull Points (HP) | A measure of how much punishment a vehicle can sustain before being Wrecked. | | Handling (Hnd) | Represents how manoeuvrable and responsive a vehicle is, used for avoiding damage, maintaining control, and Restarting a Stalled vehicle. | | Save (Sv) | Indicates how heavily armoured a vehicle is. | | Ballistic Skill (Bs) | Represents the proficiency of a vehicle's crew with ranged weapons fitted to the vehicle. | | Leadership (Ld) | A measure of a vehicle's crew ability to issue or follow commands in battle. | | Cool (Cl) | Represents the capacity of a vehicle's crew to keep calm under fire. | | Willpower (Wil) | Measures a vehicle's crew mental fortitude and resilience against the horrors of Necromunda. | | Intelligence (Int) | Represents the mental acuity and ability of a vehicle's crew to apply knowledge. | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given as a simple number, the modifier is applied as written – for example, if a vehicle with a Front Toughness of 6 is given a +1 modifier to its Toughness, its Front Toughness counts as 7. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success), the modifier is applied to the dice roll rather than the characteristic. ### Characteristic Tests Players will often be called on to make a characteristic test for a vehicle – for example, a Ballistic Skill test is made when a vehicle attacks with a ranged weapon. Characteristics tests are made as follows: - Ballistic Skill tests are made by making a target number roll on a single D6 (as described in [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Handling, Leadership, Cool, Willpower and Intelligence tests are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. - To check against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing, the check is passed. A natural roll of a 6 is always a fail. ## Vehicle Cards As with fighters, each vehicle within a player’s gang is represented by a model on the battlefield and a Vehicle card filled in with their characteristics, upgrades, special rules and other useful reference information. Blank Vehicle cards with the logo of each House can be found in the various Gang Tactics card packs. Each Vehicle card is split into several areas: 1. The vehicle’s name. 2. The vehicle’s type. 3. The vehicle’s cost, in credits. 4. The vehicle’s characteristics. The last five (BS, Ld, Cl, Wil, Int) are shaded as a reminder that they are the characteristics of the crew rather than the physical characteristics of the vehicle (see [Vehicle Profiles](/docs/gang-fighters-and-their-weaponry/vehicle-profiles)). 5. The weapons the vehicle is equipped with. 6. Any special rules the vehicle has, as described in its entry in the gang list. 7. Any upgrades the vehicle has been equipped with. 8. Any Wargear the vehicle has been equipped with. ![](vehicle-card-numbered.jpg)
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Pistols ## Trading Post ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10 | | - static round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9 | +10 | | - warp round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Compact autopistol (Gun Skull) | 4" | 12" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | E | - | | Reclaimed autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R8 | 45 | | - gas shells | 6" | 12" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 6" | 12" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | ### Autopistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1), Sidearm | - | - | | _Secondary Component_ | | Hand flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 65 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R10 | 50 | ### Bolt pistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Sidearm | - | - | | _Secondary Component_ | | Hand Flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R11 | 110 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R11 | 80 | ### Stub gun combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------- | :-: | :--: | | _Primary Component_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Combi, Plentiful, Sidearm | - | - | | _Secondary Component_ | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R8 | 40 | ### Grav Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Grav pistol | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | R11 | 70 | ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Hand flamer | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | R8 | 75\* | \* Chaos Helot Cult: 70 Genestealer Cult: 50 ### Inferno pistol _An extremely rare variant of the melta gun, the inferno pistol packs a devastating punch for so small a device. Few Imperial artificers possess the knowledge to create these weapons, and they are usually reserved for heroes of the Imperium – making it all the more tragic when they find their way into the hands of an underhive criminal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Inferno pistol | 6" | 9" | - | - | 8 | -3 | 2 | 6+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R12 | 145 | ### Laspistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :-----: | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10\* | | - hotshot las pack | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | +20 | | - focusing crystal | 8" | 12" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R10 | +30\*\* | \* House Van Saar: 5 \*\* House Van Saar: +20 ### Needle pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 30 | | - chem darts | 4" | 9" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 | ### Plasma pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma Pistol | | | | | | | | | | R9 | 50 | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | ### Stub Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | | - dumdum rounds | 5" | 10" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R7 | +5 | | - static round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <b>not a Sidearm!</b> | I9 | +10 | | - warp round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | ### Web Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Web pistol | T | - | - | - | 4 | - | - | 6+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 90\* | \* House Delaque: 80 <!-- | + Projector (Cyberachnid)|T|-|-|-|2|-|-|6+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | + Shooter (Xenos Abomination)|T|-|-|-|2|-|-|2+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> --> ### Withertouch Pistol _Withertouch weapons are corrupted needle pistols, reconfigured to fire necrotic darts. Even a single such dart can cause a complete cellular collapse – the victim’s body is ravaged by viral compounds and gene crafted diseases. Often all that is left after a fighter is slain by a withertouch weapon is a bubbling pile of goo, unrecognisable as ever being human._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Withertouch Pistol | 6" | 9" | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | I13 | 55 | <!-- ### Wrist-mounted needler | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------ | :-: | :--: | |~ Spray (Cyniss)|3"|6"|+1|-|-|-|-|4+|<Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |~ Burst (Cyniss)|6"|12"|+1|-|-|-|-|5+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> --> ## Exclusive ### Archeo duelling pistol A relic of a lost age, archeo duelling pistols look more like ancient black powder weapons than anything that could pose a serious threat to one’s enemies – though they have the power to put down an Ambot with a single shot. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Archeo duelling pistol | 6" | 16" | +2 | - | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R13¹ | 120 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Fragmentation | 4" | 12" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Manstopper | 4" | 12" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Phosphor | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 4" | 12" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | <!-- | + Digi (D060-K13) | 6" | 9" | +1 | - | 2 | - | 1 | 4+ | | + Custom (Ashwood) | 4" | 16" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | --> ### Blast Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Blast pistol | 8" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | 15 | \* Ash Wastes Nomads only ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------- | :-: | :--: | | - gunk | 6" | 12" | - | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip> | C^ | 15 | ### Digi-multi lasers _A variant of the more ‘mundane’ digi-laser, the digi-multi laser combines the potency of plasma, melta and las energy into a single devastating beam. It might only have one shot, but one shot is usually all the wearer needs._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | Digi-multi lasers | E | 4" | +2 | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="digi">Digi</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | R11¹ | 100 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Flechette pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | - Solid | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \*30 | | - Fleshbane | 4" | 12" | - | - | - | - | - | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 30 | \F\* House Delaque only ### Hand Crossbow | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Hand crossbow | 8" | 12" | +1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | \* | 10 | \* House Cawdor only <!-- ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Exterminator | T | - | - | - | 3 | -1 | 1 | \* | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | | + Eviscerator (ranged) | T | - | - | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- | + Digi (D060-K13) | T | - | - | - | 2 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- ### Harpoon fist (Margo Merdena) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Harpoon fist | 3" | 9" | +2 | - | 5 | -2 | 1 | 6+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip> | --> <!-- | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Custom (Kal Jericho) | 8" | 12" | +1 | - | 4 | -1 | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>? | --> ### Las Sub-carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Las sub-carbine | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 15 | \* House Van Saar only <!-- ### Needle pistol --> <!-- |+ Artisan (with auto loader)|4"|9"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |+ Auto-needler (Calthyxis)|6"|12"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <b>not a Sidearm</b> --> <!-- ### Plasma pistol --> <!-- |+ Custom ~ low (Slate)|12"|24"|+2|-|5|-1|2|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip> |~ Custom - maximal (Slate)|12"|24"|+1|-|7|-2|3|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> --> <!-- ### Stub Gun --> <!-- |- Excrutiator (Servalen)|6"|12"|+1|-|4|-|1|6+|<Tooltip type="traits" content="shock">Shock</Tooltip> | + Scrutinator (Servalen)|6"|12"|+2|+1|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Ashwood)|6"|16"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Vespa)|12"|24"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> --> ### Stone Burner | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stone Burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 70 | \* Ironhead Squat Prospectors only ### Tunnelling claw - ranged (Ambot) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Tunnelling claw | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Pistols ## Trading Post ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10 | | - static round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9 | +10 | | - warp round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Compact autopistol (Gun Skull) | 4" | 12" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | E | - | | Reclaimed autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R8 | 45 | | - gas shells | 6" | 12" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 6" | 12" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | ### Autopistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1), Sidearm | - | - | | _Secondary Component_ | | Hand flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 65 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R10 | 50 | ### Bolt pistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Sidearm | - | - | | _Secondary Component_ | | Hand Flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R11 | 110 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R11 | 80 | ### Stub gun combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------- | :-: | :--: | | _Primary Component_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Combi, Plentiful, Sidearm | - | - | | _Secondary Component_ | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R8 | 40 | ### Grav Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Grav pistol | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | R11 | 70 | ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Hand flamer | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | R8 | 75\* | \* Chaos Helot Cult: 70 Genestealer Cult: 50 ### Inferno pistol _An extremely rare variant of the melta gun, the inferno pistol packs a devastating punch for so small a device. Few Imperial artificers possess the knowledge to create these weapons, and they are usually reserved for heroes of the Imperium – making it all the more tragic when they find their way into the hands of an underhive criminal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Inferno pistol | 6" | 9" | - | - | 8 | -3 | 2 | 6+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R12 | 145 | ### Laspistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :-----: | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10\* | | - hotshot las pack | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | +20 | | - focusing crystal | 8" | 12" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R10 | +30\*\* | \* House Van Saar: 5 \*\* House Van Saar: +20 ### Needle pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 30 | | - chem darts | 4" | 9" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 | ### Plasma pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma Pistol | | | | | | | | | | R9 | 50 | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | ### Stub Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | | - dumdum rounds | 5" | 10" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R7 | +5 | | - static round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <b>not a Sidearm!</b> | I9 | +10 | | - warp round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | ### Web Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Web pistol | T | - | - | - | 4 | - | - | 6+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 90\* | \* House Delaque: 80 <!-- | + Projector (Cyberachnid)|T|-|-|-|2|-|-|6+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | + Shooter (Xenos Abomination)|T|-|-|-|2|-|-|2+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> --> ### Withertouch Pistol _Withertouch weapons are corrupted needle pistols, reconfigured to fire necrotic darts. Even a single such dart can cause a complete cellular collapse – the victim’s body is ravaged by viral compounds and gene crafted diseases. Often all that is left after a fighter is slain by a withertouch weapon is a bubbling pile of goo, unrecognisable as ever being human._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Withertouch Pistol | 6" | 9" | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | I13 | 55 | <!-- ### Wrist-mounted needler | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------ | :-: | :--: | |~ Spray (Cyniss)|3"|6"|+1|-|-|-|-|4+|<Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |~ Burst (Cyniss)|6"|12"|+1|-|-|-|-|5+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> --> ## Exclusive ### Archeo duelling pistol A relic of a lost age, archeo duelling pistols look more like ancient black powder weapons than anything that could pose a serious threat to one’s enemies – though they have the power to put down an Ambot with a single shot. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Archeo duelling pistol | 6" | 16" | +2 | - | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R13¹ | 120 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Fragmentation | 4" | 12" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Manstopper | 4" | 12" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Phosphor | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 4" | 12" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | <!-- | + Digi (D060-K13) | 6" | 9" | +1 | - | 2 | - | 1 | 4+ | | + Custom (Ashwood) | 4" | 16" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | --> ### Blast Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Blast pistol | 8" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | 15 | \* Ash Wastes Nomads only ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------- | :-: | :--: | | - gunk | 6" | 12" | - | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip> | C^ | 15 | ### Digi-multi lasers _A variant of the more ‘mundane’ digi-laser, the digi-multi laser combines the potency of plasma, melta and las energy into a single devastating beam. It might only have one shot, but one shot is usually all the wearer needs._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | Digi-multi lasers | E | 4" | +2 | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="digi">Digi</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | R11¹ | 100 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Flechette pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | - Solid | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \*30 | | - Fleshbane | 4" | 12" | - | - | - | - | - | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 30 | \F\* House Delaque only ### Hand Crossbow | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Hand crossbow | 8" | 12" | +1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | \* | 10 | \* House Cawdor only <!-- ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Exterminator | T | - | - | - | 3 | -1 | 1 | \* | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | | + Eviscerator (ranged) | T | - | - | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- | + Digi (D060-K13) | T | - | - | - | 2 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- ### Harpoon fist (Margo Merdena) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Harpoon fist | 3" | 9" | +2 | - | 5 | -2 | 1 | 6+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip> | --> <!-- | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Custom (Kal Jericho) | 8" | 12" | +1 | - | 4 | -1 | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>? | --> ### Las Sub-carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Las sub-carbine | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 15 | \* House Van Saar only <!-- ### Needle pistol --> <!-- |+ Artisan (with auto loader)|4"|9"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |+ Auto-needler (Calthyxis)|6"|12"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <b>not a Sidearm</b> --> <!-- ### Plasma pistol --> <!-- |+ Custom ~ low (Slate)|12"|24"|+2|-|5|-1|2|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip> |~ Custom - maximal (Slate)|12"|24"|+1|-|7|-2|3|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> --> <!-- ### Stub Gun --> <!-- |- Excrutiator (Servalen)|6"|12"|+1|-|4|-|1|6+|<Tooltip type="traits" content="shock">Shock</Tooltip> | + Scrutinator (Servalen)|6"|12"|+2|+1|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Ashwood)|6"|16"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Vespa)|12"|24"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> --> ### Stone Burner | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stone Burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 70 | \* Ironhead Squat Prospectors only ### Tunnelling claw - ranged (Ambot) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Tunnelling claw | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
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1,091
83
### 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
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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['Lasgun - Hotshot']
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### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20
Unknown
Unknown
Unknown
Unknown
0
0
0
0
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# Joining A Genestealer Cult The threat of the Genestealer is an insidious one, attacking humanity at the genetic level. Throughout the Imperium, unseen strains of the xenos curse thrive in the dark places of worlds, amongst disparate populations and in the fringes of society. Necromunda is no exception, and even the foot soldiers of the Clan Houses are not immune to the spreading taint of the Broodlord of Hive Secundus. The following section provides guidelines for creating a Genestealer Infected gang or running a gang that has become infected and joined a wider Genestealer Cult during a campaign. Any of the six House gangs – Orlock, Delaque, Escher, Cawdor, Goliath and Van Saar – can be infected by a Genestealer Cult if their player chooses. ## Lure Of The Patriarch Infecting a gang with the Genestealer’s curse can be done in one of two ways: either the gang can begin enthralled by a Genestealer Cult or they can join one during a campaign. - During gang creation a player can decide if their gang carries the Genestealer taint. If they do they gain the benefits detailed that follow, but are also automatically an Outlaw gang (see page 6). - During a campaign, a player can attempt to embrace their Genestealer masters’ ways by having their gang submit to a Genestealer Cult after any game. When they do this, the gang automatically becomes an Outlaw gang as word of their deviancy spreads. Then, in the post-battle sequence their Leader can seek out a cult by making an Intelligence check. If successful they have found a cult and can join it. If they fail, they can try again after their next game. Alternatively, if there is a player in the campaign who is already running a Genestealer Cults gang, or a gang corrupted by a Genestealer Cult, and they agree, the prospective cult gang can join the cult without the need to pass an Intelligence check. ## Benefits Of The Brood A Genestealer Infected gang gains the following benefits: - The gang Leader may be upgraded to a Psyker. - The ability to hire 0-1 Aberrants. - Access to a Cult Icon. - The ability to hire Hybrid Juves. Note that with the exceptions detailed previously, Clan House gangs retain access to their House Weapon lists and use the skill lists applicable to their gang. As an Outlaw gang (see page 6), the Genestealer Infected gang has restricted access to the Trading Post and cannot purchase House specific Exotic Beasts or Brutes, though may visit the Black Market without restriction. :::note ### Designer’s Note: The Secundus Look… Genestealer Infected gangs provide a wealth of modelling opportunities for players. Bald-headed Orlocks in purple leathers, Goliaths with extra alien arms and chitinous plating for armour or Cawdor gangers carrying cult icons into battle alongside hulking Aberrants are just some of the options available to players. While there are no game requirements to model a Genestealer Infected gang as different from their more wholesome counterparts, it is certainly encouraged! Players will find that many components in the Warhammer 40,000 Genestealer Cult range are cross-compatible with the Necromunda gangs with little or no modelling work. Also, in a campaign the Arbitrator might require Genestealer Infected gangs to be distinctive from their non-Genestealer counterparts, so that their opponents know what kind of gang they are facing. ::: ### Upgrading The Leader To A Psyker The Leader of a Genestealer Infected gang can be upgraded to become a Psyker for a cost of 40 credits. This cost is paid during the post-battle sequence and requires the Leader to forgo any Post-battle Actions, such as Trade or Seek Rare Equipment, and to not be In Recovery. Once the Leader has been upgraded, they gain the Non-sanctioned Psyker rule (see page 77 of the Necromunda Rulebook) and can choose a single power from the Genestealer Cults Wyrd Power list on page 48. Thereafter, they count Cult Wyrd Powers as one of the Primary Skill lists. Psychic Leaders also have access to Psychic Familiars (see page 47) and may hire them by following the rules for Exotic Beasts. ### Hiring An Aberrant Genestealer Infected gangs can include a single Aberrant in their gang. This fighter is recruited and equipped just as if it was part of a Genestealer Cults gang (see page 44) and counts against the limit of Leaders, Champions and Juves that can be included in the gang. ### Adding A Cult Icon Genestealer Infected gangs can include a single Cult Icon for 40 credits. This Cult Icon must be carried by the Leader or a Champion and follows the rules found on page 135 of Necromunda: Gangs of the Underhive. ### Hiring Hybrid Juves When a Genestealer Infected gang recruits a Juve (either as part of gang creation, during the post- battle sequence or as a result of a territory such as a Settlement), they can instead recruit a Hybrid Juve. Hybrid Juves represent the first generations of the budding cult. They have the same profile and weapon restrictions as a normal Juve but come with a Extra Arm (see page 43) and cost 30 credits more (unless they are gained for free such as from a Settlement)
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2024-06-13 20:34:24.508078
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# Joining A Genestealer Cult The threat of the Genestealer is an insidious one, attacking humanity at the genetic level. Throughout the Imperium, unseen strains of the xenos curse thrive in the dark places of worlds, amongst disparate populations and in the fringes of society. Necromunda is no exception, and even the foot soldiers of the Clan Houses are not immune to the spreading taint of the Broodlord of Hive Secundus. The following section provides guidelines for creating a Genestealer Infected gang or running a gang that has become infected and joined a wider Genestealer Cult during a campaign. Any of the six House gangs – Orlock, Delaque, Escher, Cawdor, Goliath and Van Saar – can be infected by a Genestealer Cult if their player chooses. ## Lure Of The Patriarch Infecting a gang with the Genestealer’s curse can be done in one of two ways: either the gang can begin enthralled by a Genestealer Cult or they can join one during a campaign. - During gang creation a player can decide if their gang carries the Genestealer taint. If they do they gain the benefits detailed that follow, but are also automatically an Outlaw gang (see page 6). - During a campaign, a player can attempt to embrace their Genestealer masters’ ways by having their gang submit to a Genestealer Cult after any game. When they do this, the gang automatically becomes an Outlaw gang as word of their deviancy spreads. Then, in the post-battle sequence their Leader can seek out a cult by making an Intelligence check. If successful they have found a cult and can join it. If they fail, they can try again after their next game. Alternatively, if there is a player in the campaign who is already running a Genestealer Cults gang, or a gang corrupted by a Genestealer Cult, and they agree, the prospective cult gang can join the cult without the need to pass an Intelligence check. ## Benefits Of The Brood A Genestealer Infected gang gains the following benefits: - The gang Leader may be upgraded to a Psyker. - The ability to hire 0-1 Aberrants. - Access to a Cult Icon. - The ability to hire Hybrid Juves. Note that with the exceptions detailed previously, Clan House gangs retain access to their House Weapon lists and use the skill lists applicable to their gang. As an Outlaw gang (see page 6), the Genestealer Infected gang has restricted access to the Trading Post and cannot purchase House specific Exotic Beasts or Brutes, though may visit the Black Market without restriction. :::note ### Designer’s Note: The Secundus Look… Genestealer Infected gangs provide a wealth of modelling opportunities for players. Bald-headed Orlocks in purple leathers, Goliaths with extra alien arms and chitinous plating for armour or Cawdor gangers carrying cult icons into battle alongside hulking Aberrants are just some of the options available to players. While there are no game requirements to model a Genestealer Infected gang as different from their more wholesome counterparts, it is certainly encouraged! Players will find that many components in the Warhammer 40,000 Genestealer Cult range are cross-compatible with the Necromunda gangs with little or no modelling work. Also, in a campaign the Arbitrator might require Genestealer Infected gangs to be distinctive from their non-Genestealer counterparts, so that their opponents know what kind of gang they are facing. ::: ### Upgrading The Leader To A Psyker The Leader of a Genestealer Infected gang can be upgraded to become a Psyker for a cost of 40 credits. This cost is paid during the post-battle sequence and requires the Leader to forgo any Post-battle Actions, such as Trade or Seek Rare Equipment, and to not be In Recovery. Once the Leader has been upgraded, they gain the Non-sanctioned Psyker rule (see page 77 of the Necromunda Rulebook) and can choose a single power from the Genestealer Cults Wyrd Power list on page 48. Thereafter, they count Cult Wyrd Powers as one of the Primary Skill lists. Psychic Leaders also have access to Psychic Familiars (see page 47) and may hire them by following the rules for Exotic Beasts. ### Hiring An Aberrant Genestealer Infected gangs can include a single Aberrant in their gang. This fighter is recruited and equipped just as if it was part of a Genestealer Cults gang (see page 44) and counts against the limit of Leaders, Champions and Juves that can be included in the gang. ### Adding A Cult Icon Genestealer Infected gangs can include a single Cult Icon for 40 credits. This Cult Icon must be carried by the Leader or a Champion and follows the rules found on page 135 of Necromunda: Gangs of the Underhive. ### Hiring Hybrid Juves When a Genestealer Infected gang recruits a Juve (either as part of gang creation, during the post- battle sequence or as a result of a territory such as a Settlement), they can instead recruit a Hybrid Juve. Hybrid Juves represent the first generations of the budding cult. They have the same profile and weapon restrictions as a normal Juve but come with a Extra Arm (see page 43) and cost 30 credits more (unless they are gained for free such as from a Settlement)
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# 75. Target Practice _Two gangs test their ain in an Ammo-jack's bullet emporium._ **Source: White Dwarf, April 2021** ## Battlefield Standard. Should include some large open areas and numerous long-range firing lines where possible. ## Crews - Custom (5). ## Tactics Cards - None. ## Deployment Take turns (starting with the winner of a roll-off): - Deploy the entire crew 6” from the centre of the battlefield, each fighter 2” within another. An Ammo-jack is then placed between the gangs. ## Shoot Out _ The gangs test their aim in an Ammo-jack’s bullet emporium._ At the start of each round, each gang place the targets (markers) for the enemy gang on the battlefield. Starting the gang with priority, place 3 enemy targets as follows: - Within LOS and weapon range of at least 1 enemy fighter. Targets: - Can be attacked as fighter. - Benefits from cover. - Removed when hit. Score the following cumulative points per target hit: | Attribute | Score | | ---------------------------------------- | ----- | | Long range | 2 | | Partial cover | 1 | | Full Cover | 3 | | More than 24” away | 4 | | Per friendly fighter risking Stray Shots | 2 | Record the points per gang and per individual fighter. In each End phase, the gang with the highest points total can: - Move the Ammo-jack anywhere on the battlefield. - Count the Ammo-jack as a friendly fighter the next round. If a fighter attacks an enemy fighter: - The Ammo-jack is moved within 6” of the offending fighter and attacks the offending fighter. <FighterCard> ### Ammo-jack | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------------------------------------- | :-------------: | :--------------: | :-------------: | :------------: | :-------------: | :------------: | :------------: | :--------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Combat shotgun<br />- salvo<br />- shredder ammo | <br />4"<br />- | <br />12"<br />T | <br />+1<br />- | <br />-<br />- | <br /> 4<br />2 | <br />-<br />- | <br />2<br />1 | <br />4+<br />4+ | <br />- <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip><br />- <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Power hammer | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Power sword | - | E | - | - | S+1 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Boltgun _or_ combat shotgun (salvo & shredder), power hammer _or_ power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). :::danger House Rule (Necrodamus) Agree upon or randomize what weapons the Hangers-on has. ::: #### Special Rules Re-roll any failed Ammo tests if the result (before modifiers) is equal to or lower than the amount of Ammo-jacks. Does not have to take part in the battle for the bonus to apply, but must be available (not in Recovery, Captured etc). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield. - The Ammo-jack is attacked. - A gang reaches 50 points. ## Victory - The winner is the first gang to reach 50 points. - Any gang that attacked the Ammo-jack loses. - Otherwise it is a draw. ## Rewards #### Credits - 3D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter scoring 20+ points. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Hangers-on']
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# 75. Target Practice _Two gangs test their ain in an Ammo-jack's bullet emporium._ **Source: White Dwarf, April 2021** ## Battlefield Standard. Should include some large open areas and numerous long-range firing lines where possible. ## Crews - Custom (5). ## Tactics Cards - None. ## Deployment Take turns (starting with the winner of a roll-off): - Deploy the entire crew 6” from the centre of the battlefield, each fighter 2” within another. An Ammo-jack is then placed between the gangs. ## Shoot Out _ The gangs test their aim in an Ammo-jack’s bullet emporium._ At the start of each round, each gang place the targets (markers) for the enemy gang on the battlefield. Starting the gang with priority, place 3 enemy targets as follows: - Within LOS and weapon range of at least 1 enemy fighter. Targets: - Can be attacked as fighter. - Benefits from cover. - Removed when hit. Score the following cumulative points per target hit: | Attribute | Score | | ---------------------------------------- | ----- | | Long range | 2 | | Partial cover | 1 | | Full Cover | 3 | | More than 24” away | 4 | | Per friendly fighter risking Stray Shots | 2 | Record the points per gang and per individual fighter. In each End phase, the gang with the highest points total can: - Move the Ammo-jack anywhere on the battlefield. - Count the Ammo-jack as a friendly fighter the next round. If a fighter attacks an enemy fighter: - The Ammo-jack is moved within 6” of the offending fighter and attacks the offending fighter. <FighterCard> ### Ammo-jack | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------------------------------------- | :-------------: | :--------------: | :-------------: | :------------: | :-------------: | :------------: | :------------: | :--------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Combat shotgun<br />- salvo<br />- shredder ammo | <br />4"<br />- | <br />12"<br />T | <br />+1<br />- | <br />-<br />- | <br /> 4<br />2 | <br />-<br />- | <br />2<br />1 | <br />4+<br />4+ | <br />- <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip><br />- <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Power hammer | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Power sword | - | E | - | - | S+1 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Boltgun _or_ combat shotgun (salvo & shredder), power hammer _or_ power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). :::danger House Rule (Necrodamus) Agree upon or randomize what weapons the Hangers-on has. ::: #### Special Rules Re-roll any failed Ammo tests if the result (before modifiers) is equal to or lower than the amount of Ammo-jacks. Does not have to take part in the battle for the bonus to apply, but must be available (not in Recovery, Captured etc). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield. - The Ammo-jack is attacked. - A gang reaches 50 points. ## Victory - The winner is the first gang to reach 50 points. - Any gang that attacked the Ammo-jack loses. - Otherwise it is a draw. ## Rewards #### Credits - 3D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter scoring 20+ points. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning.
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### Esoteric An Esoteric weapon does not conform to standard Imperial patterns or fittings, as such they may never be given any Weapon Accessories, upgraded or modified in any way.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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An Esoteric weapon does not conform to standardImperial patterns or fittings, as such they may never begiven any Weapon Accessories, upgraded or modifiedin any way.
necrovox
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### Esoteric An Esoteric weapon does not conform to standard Imperial patterns or fittings, as such they may never be given any Weapon Accessories, upgraded or modified in any way.
Unknown
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 15. Shoot Out _“Don’t be looking to start something, just crawl back to your hole in the sump before I put you down.”_ \- Fran ‘Quick-draw’ Marken, Bounty Hunter, House Orlock In this scenario, two gangs try to scare each other off. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew. ## Battlefield The battlefield for this scenario represents a long tunnel, settlement main street or narrow gantry. This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). The table size should be roughly 36" long and 12" wide, with no terrain that blocks line of sight from one short end to the other. ## 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 (1+D3) method to determine their crew. ## Deployment Players roll off to see who deploys first, placing all of their fighters 10" from one short edge of the battlefield, on ground level and within 1" of at least one other friendly fighter. Both crews should have line of sight to each other. ## Gang Tactics Neither side uses gang tactics for this scenario. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory A gang is the winner if it is the only one with any fighters left on the battlefield at the end of the battle. ## Rewards #### Credits The victorious gang adds D6x5 credits to their Stash for each enemy fighter taken Out of Action, representing the pockets of fallen foes being rifled through. #### Experience Any fighter that didn’t fail a Cool test before the shooting started earns an additional 1 XP. #### Reputation Each gang gains 1 Reputation. The gang that drew second (i.e., did not fail six Cool tests) gains a number of Reputation equal to the difference between the number of Cool tests they failed and six (for example, a gang that failed three Cool tests would gain 3 Reputation). ## Quick Draw Fighters are considered to have their weapons holstered or stowed as they stalk toward their adversaries, both sides waiting to see who will draw first. When a fighter activates, make a Cool test for them – if they fail, place a marker on their Fighter card to represent their nerve starting to crack (the number of failed Cool tests can also be represented by a dice). As soon as one crew has failed a total of six Cool tests, they go for their guns (see below)! Until one side draws and starts shooting, the only action a fighter may take during their activation is a single Move (Simple) action. This move must be taken toward the opposing crew, may be no more than 3", and may not take the fighter into cover. If their movement would take a fighter closer than 4" to an enemy fighter, they take no action instead. When a crew’s fighters go for their guns, all fighters on the board become Ready, then each player makes an Initiative test for each of their fighters – adding +1 if they are using a weapon with the Sidearm trait and subtracting -2 if they are using a weapon with the Unwieldy trait. Fighters that passed the test activate in order of their Initiative, from lowest to highest. Those that are tied go at the same time (for example, I 2+ goes first, followed by I 3+, etc). Then, those that failed the test activate in order of their Initiative characteristic, from lowest to highest. Those that are tied go at the same time. For fighters activating simultaneously, players should work out any Shoot (Basic) actions before any Move (Simple) or Charge (Double) actions. Once the quick draw has been worked out, the following rounds are played as normal. :::info ## Arbitrating The Scenario The Arbitrator can use this scenario to represent a Bounty Hunter having a showdown with their prey. In a one on one game, the Arbitrator takes the place of one of the players, creating a Bounty Hunter and two Hive Scum to accompany them, and selecting one of their opponent’s crew as the fighter the Bounty Hunter is there to kill. In a multi-player game, the Arbitrator takes one Bounty Hunter and two Hive Scum for every gang they are facing, and chooses a fighter from each opposing crew to be the target of all the Bounty Hunters. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> The battlefield for this scenario represents a long tunnel, settlement main street or narrow gantry. For Zone Mortalis, use 3 tiles to create a straight corridor, with a clear line of sight from one side to the other. For Sector Mechanicus, the table size should be roughly 36”x12” with no terrain that blocks line of sight from one short end to the other. <h2>Crews</h2> - Random (D3+1). <h2>Tactics Cards</h2> - None. <h2>Deployment</h2> Roll-off to see who deploys the crew first: - On ground level - Within 10” of a short board edge - Within 1” of at least one other friendly fighter Both crews should have line of sight to each other. <h2>Special Rule: Quick Draw</h2> When a fighter activates, make a Cool test for them - as soon as one crew has failed a total of 6 Cool tests, they go for their guns! Until one side draws and starts shooting, fighters can only make a single move action during activations: - No more than 3”. - Must move toward the opposing crew. - May not move into cover. - If the move would take the fighter closer than 4” to an enemy fighter, take no action instead. When a crew’s fighters go for their guns, all fighters on the board become Ready. Make an Initiative test for all fighters, adding +1 if using a Sidearm and a -2 modifier if using an Unwieldy weapon. - Fighters that passed the test activate first (first group). - Those that failed the test activate last (second group). Activations in the first and last groups are made in order of their Initiative characteristic, from best to worst. For fighters activating simultaneously (tied go at the same time), work out any Shooting actions before any Move or Charge actions. Once the quick draw has been worked out, the following rounds are played as normal. <h2>Ending the Battle</h2> The battle ends when only one gang has fighters remaining. <h2>Victory</h2> The winner is the last gang with fighters on the battlefield. <h2>Rewards</h2> #### Credits - +D6x5 to the winning gang per enemy fighter taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that didn’t fail a Cool test before the shooting started. 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. - 6 minus the amount of failed Cool tests to the gang that didn’t fail all 6 Cool tests. :::danger House Rule (Necrodamus, A&A) ### Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** Infiltrate can't be used in this scenario. ::: </TabItem> </Tabs>
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Arbitrator Scenario', 'Core Rulebook Scenario 2023']
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In this scenario, two gangs try to scare each other off.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 15. Shoot Out _“Don’t be looking to start something, just crawl back to your hole in the sump before I put you down.”_ \- Fran ‘Quick-draw’ Marken, Bounty Hunter, House Orlock In this scenario, two gangs try to scare each other off. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew. ## Battlefield The battlefield for this scenario represents a long tunnel, settlement main street or narrow gantry. This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). The table size should be roughly 36" long and 12" wide, with no terrain that blocks line of sight from one short end to the other. ## 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 (1+D3) method to determine their crew. ## Deployment Players roll off to see who deploys first, placing all of their fighters 10" from one short edge of the battlefield, on ground level and within 1" of at least one other friendly fighter. Both crews should have line of sight to each other. ## Gang Tactics Neither side uses gang tactics for this scenario. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory A gang is the winner if it is the only one with any fighters left on the battlefield at the end of the battle. ## Rewards #### Credits The victorious gang adds D6x5 credits to their Stash for each enemy fighter taken Out of Action, representing the pockets of fallen foes being rifled through. #### Experience Any fighter that didn’t fail a Cool test before the shooting started earns an additional 1 XP. #### Reputation Each gang gains 1 Reputation. The gang that drew second (i.e., did not fail six Cool tests) gains a number of Reputation equal to the difference between the number of Cool tests they failed and six (for example, a gang that failed three Cool tests would gain 3 Reputation). ## Quick Draw Fighters are considered to have their weapons holstered or stowed as they stalk toward their adversaries, both sides waiting to see who will draw first. When a fighter activates, make a Cool test for them – if they fail, place a marker on their Fighter card to represent their nerve starting to crack (the number of failed Cool tests can also be represented by a dice). As soon as one crew has failed a total of six Cool tests, they go for their guns (see below)! Until one side draws and starts shooting, the only action a fighter may take during their activation is a single Move (Simple) action. This move must be taken toward the opposing crew, may be no more than 3", and may not take the fighter into cover. If their movement would take a fighter closer than 4" to an enemy fighter, they take no action instead. When a crew’s fighters go for their guns, all fighters on the board become Ready, then each player makes an Initiative test for each of their fighters – adding +1 if they are using a weapon with the Sidearm trait and subtracting -2 if they are using a weapon with the Unwieldy trait. Fighters that passed the test activate in order of their Initiative, from lowest to highest. Those that are tied go at the same time (for example, I 2+ goes first, followed by I 3+, etc). Then, those that failed the test activate in order of their Initiative characteristic, from lowest to highest. Those that are tied go at the same time. For fighters activating simultaneously, players should work out any Shoot (Basic) actions before any Move (Simple) or Charge (Double) actions. Once the quick draw has been worked out, the following rounds are played as normal. :::info ## Arbitrating The Scenario The Arbitrator can use this scenario to represent a Bounty Hunter having a showdown with their prey. In a one on one game, the Arbitrator takes the place of one of the players, creating a Bounty Hunter and two Hive Scum to accompany them, and selecting one of their opponent’s crew as the fighter the Bounty Hunter is there to kill. In a multi-player game, the Arbitrator takes one Bounty Hunter and two Hive Scum for every gang they are facing, and chooses a fighter from each opposing crew to be the target of all the Bounty Hunters. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> The battlefield for this scenario represents a long tunnel, settlement main street or narrow gantry. For Zone Mortalis, use 3 tiles to create a straight corridor, with a clear line of sight from one side to the other. For Sector Mechanicus, the table size should be roughly 36”x12” with no terrain that blocks line of sight from one short end to the other. <h2>Crews</h2> - Random (D3+1). <h2>Tactics Cards</h2> - None. <h2>Deployment</h2> Roll-off to see who deploys the crew first: - On ground level - Within 10” of a short board edge - Within 1” of at least one other friendly fighter Both crews should have line of sight to each other. <h2>Special Rule: Quick Draw</h2> When a fighter activates, make a Cool test for them - as soon as one crew has failed a total of 6 Cool tests, they go for their guns! Until one side draws and starts shooting, fighters can only make a single move action during activations: - No more than 3”. - Must move toward the opposing crew. - May not move into cover. - If the move would take the fighter closer than 4” to an enemy fighter, take no action instead. When a crew’s fighters go for their guns, all fighters on the board become Ready. Make an Initiative test for all fighters, adding +1 if using a Sidearm and a -2 modifier if using an Unwieldy weapon. - Fighters that passed the test activate first (first group). - Those that failed the test activate last (second group). Activations in the first and last groups are made in order of their Initiative characteristic, from best to worst. For fighters activating simultaneously (tied go at the same time), work out any Shooting actions before any Move or Charge actions. Once the quick draw has been worked out, the following rounds are played as normal. <h2>Ending the Battle</h2> The battle ends when only one gang has fighters remaining. <h2>Victory</h2> The winner is the last gang with fighters on the battlefield. <h2>Rewards</h2> #### Credits - +D6x5 to the winning gang per enemy fighter taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that didn’t fail a Cool test before the shooting started. 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. - 6 minus the amount of failed Cool tests to the gang that didn’t fail all 6 Cool tests. :::danger House Rule (Necrodamus, A&A) ### Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** Infiltrate can't be used in this scenario. ::: </TabItem> </Tabs>
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# Generic Bounty Hunter Equipment List This is the equipment list for a generic Bounty Hunter. Choose the cost from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also have items from the Black Market, marked with _italics_. All weapons can be master-crafted as normal. | Acronym | Gang | | :------ | :------------- | | C | House Cawdor | | D | House Delaque | | E | House Escher | | G | House Goliath | | O | House Orlock | | VS | House Van Saar | | Any | Any other gang | ### Basic Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autogun | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - with Polearm \* | 20 | - | - | - | - | - | - | | Blunderbuss with Polearm \* | 40 | - | - | - | - | - | - | | - Emperor’s Wrath | 35 | - | - | - | - | - | - | | - Master-crafted | 10 | - | - | - | - | - | - | | Boltgun | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Warpstorm (Corrupted)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Combat shotgun (salvo & shredder) | 70 | 70 | 70 | 60 | 55 | 70 | 70 | | - Firestorm | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Lasgun | 15 | 15 | 5 | 15 | 15 | 10 | 15 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 20 | 30 | | Lasgun with Hotshot las pack | 35 | 35 | 25 | 35 | 35 | 30 | 35 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Las carbine | - | - | - | - | - | 20 | - | | - _Focusing crystal_ | - | - | - | - | - | 30 | - | | - Master-crafted | - | - | - | - | - | 5 | - | | _Kroot long rifle (Xenos)_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Solid | 10 | - | - | - | 10 | - | - | | Shotgun (solid & scatter) | 30 | 30 | 30 | 30 | 25 | 30 | 30 | | - Acid rounds | - | - | 15 | - | - | - | - | | - Executioner | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Gas_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Inferno | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Retributor | 20 | - | - | - | - | - | - | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | _Stake-crossbow (Imperial)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Stub cannon | - | - | - | 20 | - | - | - | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Suppression laser | - | - | - | - | - | 40 | - | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Throwing knives | 10 | 10 | 5 | 10 | 10 | 10 | 10 | ### Pistols | Item | C | D | E | G | O | VS | Any | | :----------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autopistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Manstopper | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Bolt Pistol | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Master-crafted | 15 | 15 | 15 | 15 | 10 | 15 | 15 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flechette pistol (solid & fleshbane) | - | 30 | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | Laspistol | 10 | 10 | 10 | 10 | 10 | 5 | 10 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Laspistol with Hotshot las pack | 30 | 30 | 30 | 30 | 30 | 25 | 30 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Needle pistol | 30 | 30 | 25 | 30 | 30 | 30 | 30 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web pistol | 90 | 80 | 90 | 90 | 90 | 90 | 90 | | Autopistol / hand flamer (combi) | 65 | 65 | 65 | 65 | 65 | 65 | 65 | | Autopistol / plasma pistol (combi) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Bolt pistol / hand flamer (combi) | 110 | 110 | 110 | 110 | 110 | 110 | - | | Bolt pistol / needle pistol (combi) | - | - | 60 | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | 80 | 80 | 80 | 80 | 80 | - | | Stub gun / plasma pistol (combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | ### Special Weapons | Item | C | D | E | G | O | VS | Any | | :----------------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Flamer | 130 | 140 | 140 | 140 | 140 | 140 | 140 | | _Flamer with Balefire thrower (Corrupted)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Flamer with Fire Pike | 140 | - | - | - | - | - | - | | Flamer with Autogun (combi) | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Flamer with Bolter (combi) | 180 | 180 | 180 | 175 | 180 | 180 | 180 | | Grav gun | 120 | 120 | 120 | 120 | 120 | 120 | - | | Grenade launcher (frag & krak) | 65 | 65 | 55 | 55 | 65 | 65 | 65 | | - Anti-plant (also combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | - Choke gas | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | - Flare (also combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Photon flash | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Plasma | 100 | 100 | 100 | 100 | 100 | 100 | - | | - Scare gas | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Stun round | - | - | - | 15 | - | - | - | | - (frag) with Autogun (combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - (frag) with Bolter (combi) | 60 | 60 | 60 | 80 | 60 | 60 | 60 | | - _Hrud fusil (Xenos)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Long las | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Focusing crystal _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 10 | 10 | 10 | 10 | 10 | | Meltagun | - | 135 | 135 | 135 | 135 | 135 | - | | - with Laspistol (combi) | - | - | - | - | - | 130 | - | | Needle rifle | 40 | 40 | 35 | 40 | 40 | 40 | 40 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Needle rifle Needler with Bolter (combi) | 90 | 90 | 80 | 90 | 90 | 90 | 90 | | ‘Nightshade’ chem-thrower | - | - | 135 | - | - | - | - | | Plasma gun | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | Plasma gun with Bolter (combi) | 115 | 115 | 115 | 115 | 115 | 115 | 115 | | Plasma gun with Laspistol (combi) | - | - | - | - | - | 95 | - | | Rad gun | - | - | - | - | - | 100 | - | | Webber | 125 | 115 | 125 | 125 | 125 | 125 | 125 | ### Heavy Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Demiurg energy drill (Xenos)_ \* | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Grav cannon (Imperial)_ \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | | Harpoon launcher \* | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Heavy crossbow (frag & krak) \* | 125 | - | - | - | - | - | - | | Heavy stubber \* | 130 | 130 | 130 | 130 | 130 | 130 | 130 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | ‘Krumper’ rivet cannon \* | - | - | - | 70 | - | - | - | | Mining laser \* | 125 | 125 | 125 | 125 | 125 | 125 | 125 | | Plasma cannon \* | 130 | 130 | 130 | 130 | 130 | 130 | - | | Rad cannon \* | - | - | - | - | - | 130 | - | | Seismic cannon \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | ### Close Combat | Item | C | D | E | G | O | VS | Any | | :--------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Axe | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Boning sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Brute cleaver | - | - | - | 20 | - | - | - | | Butcher’s chain cleaver | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Chainaxe | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chainaxe with Exterminator | 15 | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chain glaive \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Cleaver | 20 | - | - | - | - | - | - | | Club, maul, bludgeon or hammer | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Desire’s needle (Corrupted) _ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Digi laser | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Eviscerator \* | 90 | - | - | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | | Flensing knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flail | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Greatsword \* | 40 | - | - | - | - | - | - | | _Goredrinker axe (Corrupted)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Heavy chain cleaver | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Heavy club | 15 | - | - | - | - | - | - | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | _Hex’iron blade (Corrupted)_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 10 | 10 | 15 | 15 | | Las cutter | 85 | 85 | 85 | 85 | 85 | 85 | 85 | | Polearm \* | 30 | - | - | - | - | - | - | | Power axe | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Power hammer | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Power pick | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Power sword | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | ‘Renderizer’ serrated axe \* | - | - | - | 40 | - | - | - | | Rotary flensing saw | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | Servo-claw | 35 | 35 | 35 | 35 | 30 | 30 | 35 | | Shield (assault/energy) | - | - | - | - | - | 50 | - | | Shock baton | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Shock stave | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Shock whip | - | - | 25 | - | - | - | - | | Spud-jacker | - | - | - | 15 | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Stiletto sword | 35 | 35 | 30 | 35 | 35 | 35 | 35 | | Sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Tenebrous scourge (Corrupted)_ \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Thunder hammer | 70 | 70 | 70 | 70 | 70 | 70 | - | | Two-handed axe \* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Web gauntlet | - | 35 | - | - | - | - | - | | _Xenarch death-arc (Xenos)_ | 75 | 75 | 75 | 75 | 75 | 75 | 75 | ### Grenades | Item | C | D | E | G | O | VS | Any | | :----------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Anti-plant | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blasting charges | 35 | 35 | 35 | 35 | 30 | 35 | 35 | | Choke gas | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | Demolition charges | 50 | 50 | 50 | 50 | 45 | 50 | - | | Flares | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Gunk bombs | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Incendiary charges | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Melta bombs | 60 | 60 | 60 | 60 | 60 | 60 | - | | _Phosphor canister (Imperial)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Plasma | 90 | 90 | 90 | 90 | 90 | 65 | 90 | | Rad | - | - | - | - | - | 25 | - | | Scare gas | 45 | 40 | 40 | 45 | 45 | 45 | 45 | | _Shard (Corrupted) _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Mindflect Shard (Xenos)_ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stun | 15 | 10 | 15 | 15 | 15 | 15 | 15 | ### Equipment | Item | C | D | E | G | O | VS | Any | | :--------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) (Sentry) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blind Snake pouch | 60 | 60 | 60 | 60 | 60 | 60 | - | | Book of the Redemption | 50 | - | - | - | - | - | - | | Bomb delivery rats | 30 | - | - | - | - | - | - | | _Cameleoline cloak_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | | _Cred sniffer_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Data-thief_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Falsehood_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Frenzon collar_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Grapnel launcher | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Grav-chute | 50 | 50 | 50 | 50 | 50 | 40 | 50 | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Holochromatic field_ | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Lho sticks_ | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | _Lock-punch_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Magnacles_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Photo-goggles | 35 | 20 | 35 | 35 | 35 | 35 | 35 | | _Photo-lumens_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Radcounter | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Industrial | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Second Best | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Servo harness -partial | 130 | 130 | 130 | 130 | 130 | 130 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Stimm-slug stash | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web solvent | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Wild Snake | 30 | 30 | 30 | 30 | 30 | 30 | 30 | ### Armour | Item | C | D | E | G | O | VS | Any | | :-------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Ablative overlay_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Armourweave_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Armoured Undersuit | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Carapace -light | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Carapace -heavy | 100 | 100 | 100 | 100 | 100 | 100 | - | | _Ceramite shield_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Hardened | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Layered | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Hardened layered | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Furnace plates | - | - | - | 5 | - | - | - | | _Gutterforged cloak_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Hazard suit | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Incombustible hauberk | 20 | - | - | - | - | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Reflec shroud_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Scrap shield_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ### Field Armour | Item | C | D | E | G | O | VS | Any | | :------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Conversion field | 60 | 60 | 60 | 60 | 60 | 60 | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) | 70 | 70 | 70 | 70 | 70 | 70 | - | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Refractor field](/docs/armoury/field-armour#refractor-field) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | ### Weapon Attachments | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Gunshroud (PB) | 20 | 10 | 20 | 20 | 20 | 20 | 20 | | Hotshot Las Pack (las pistol/gun) | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Infra-sight (PBS)\*\* | - | - | - | - | - | 25 | - | | Infra-sight (PBSH)\*\* | 40 | 35 | 40 | 40 | 40 | - | 40 | | Las-projector (PBS) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Mono-sight (BSH)\*\* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Suspensor (U) | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Telescopic sight (PBS)\*\* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | \*\*Maximum one gunsight per weapon ### Chems | Item | C | D | E | G | O | VS | Any | | :-------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Frenzon_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Ghast_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Icrotic slime_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Kalma_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Obscura_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _‘Slaught_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
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# Generic Bounty Hunter Equipment List This is the equipment list for a generic Bounty Hunter. Choose the cost from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also have items from the Black Market, marked with _italics_. All weapons can be master-crafted as normal. | Acronym | Gang | | :------ | :------------- | | C | House Cawdor | | D | House Delaque | | E | House Escher | | G | House Goliath | | O | House Orlock | | VS | House Van Saar | | Any | Any other gang | ### Basic Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autogun | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - with Polearm \* | 20 | - | - | - | - | - | - | | Blunderbuss with Polearm \* | 40 | - | - | - | - | - | - | | - Emperor’s Wrath | 35 | - | - | - | - | - | - | | - Master-crafted | 10 | - | - | - | - | - | - | | Boltgun | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Warpstorm (Corrupted)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Combat shotgun (salvo & shredder) | 70 | 70 | 70 | 60 | 55 | 70 | 70 | | - Firestorm | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Lasgun | 15 | 15 | 5 | 15 | 15 | 10 | 15 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 20 | 30 | | Lasgun with Hotshot las pack | 35 | 35 | 25 | 35 | 35 | 30 | 35 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Las carbine | - | - | - | - | - | 20 | - | | - _Focusing crystal_ | - | - | - | - | - | 30 | - | | - Master-crafted | - | - | - | - | - | 5 | - | | _Kroot long rifle (Xenos)_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Solid | 10 | - | - | - | 10 | - | - | | Shotgun (solid & scatter) | 30 | 30 | 30 | 30 | 25 | 30 | 30 | | - Acid rounds | - | - | 15 | - | - | - | - | | - Executioner | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Gas_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Inferno | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Retributor | 20 | - | - | - | - | - | - | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | _Stake-crossbow (Imperial)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Stub cannon | - | - | - | 20 | - | - | - | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Suppression laser | - | - | - | - | - | 40 | - | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Throwing knives | 10 | 10 | 5 | 10 | 10 | 10 | 10 | ### Pistols | Item | C | D | E | G | O | VS | Any | | :----------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autopistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Manstopper | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Bolt Pistol | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Master-crafted | 15 | 15 | 15 | 15 | 10 | 15 | 15 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flechette pistol (solid & fleshbane) | - | 30 | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | Laspistol | 10 | 10 | 10 | 10 | 10 | 5 | 10 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Laspistol with Hotshot las pack | 30 | 30 | 30 | 30 | 30 | 25 | 30 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Needle pistol | 30 | 30 | 25 | 30 | 30 | 30 | 30 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web pistol | 90 | 80 | 90 | 90 | 90 | 90 | 90 | | Autopistol / hand flamer (combi) | 65 | 65 | 65 | 65 | 65 | 65 | 65 | | Autopistol / plasma pistol (combi) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Bolt pistol / hand flamer (combi) | 110 | 110 | 110 | 110 | 110 | 110 | - | | Bolt pistol / needle pistol (combi) | - | - | 60 | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | 80 | 80 | 80 | 80 | 80 | - | | Stub gun / plasma pistol (combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | ### Special Weapons | Item | C | D | E | G | O | VS | Any | | :----------------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Flamer | 130 | 140 | 140 | 140 | 140 | 140 | 140 | | _Flamer with Balefire thrower (Corrupted)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Flamer with Fire Pike | 140 | - | - | - | - | - | - | | Flamer with Autogun (combi) | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Flamer with Bolter (combi) | 180 | 180 | 180 | 175 | 180 | 180 | 180 | | Grav gun | 120 | 120 | 120 | 120 | 120 | 120 | - | | Grenade launcher (frag & krak) | 65 | 65 | 55 | 55 | 65 | 65 | 65 | | - Anti-plant (also combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | - Choke gas | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | - Flare (also combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Photon flash | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Plasma | 100 | 100 | 100 | 100 | 100 | 100 | - | | - Scare gas | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Stun round | - | - | - | 15 | - | - | - | | - (frag) with Autogun (combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - (frag) with Bolter (combi) | 60 | 60 | 60 | 80 | 60 | 60 | 60 | | - _Hrud fusil (Xenos)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Long las | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Focusing crystal _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 10 | 10 | 10 | 10 | 10 | | Meltagun | - | 135 | 135 | 135 | 135 | 135 | - | | - with Laspistol (combi) | - | - | - | - | - | 130 | - | | Needle rifle | 40 | 40 | 35 | 40 | 40 | 40 | 40 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Needle rifle Needler with Bolter (combi) | 90 | 90 | 80 | 90 | 90 | 90 | 90 | | ‘Nightshade’ chem-thrower | - | - | 135 | - | - | - | - | | Plasma gun | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | Plasma gun with Bolter (combi) | 115 | 115 | 115 | 115 | 115 | 115 | 115 | | Plasma gun with Laspistol (combi) | - | - | - | - | - | 95 | - | | Rad gun | - | - | - | - | - | 100 | - | | Webber | 125 | 115 | 125 | 125 | 125 | 125 | 125 | ### Heavy Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Demiurg energy drill (Xenos)_ \* | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Grav cannon (Imperial)_ \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | | Harpoon launcher \* | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Heavy crossbow (frag & krak) \* | 125 | - | - | - | - | - | - | | Heavy stubber \* | 130 | 130 | 130 | 130 | 130 | 130 | 130 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | ‘Krumper’ rivet cannon \* | - | - | - | 70 | - | - | - | | Mining laser \* | 125 | 125 | 125 | 125 | 125 | 125 | 125 | | Plasma cannon \* | 130 | 130 | 130 | 130 | 130 | 130 | - | | Rad cannon \* | - | - | - | - | - | 130 | - | | Seismic cannon \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | ### Close Combat | Item | C | D | E | G | O | VS | Any | | :--------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Axe | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Boning sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Brute cleaver | - | - | - | 20 | - | - | - | | Butcher’s chain cleaver | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Chainaxe | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chainaxe with Exterminator | 15 | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chain glaive \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Cleaver | 20 | - | - | - | - | - | - | | Club, maul, bludgeon or hammer | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Desire’s needle (Corrupted) _ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Digi laser | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Eviscerator \* | 90 | - | - | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | | Flensing knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flail | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Greatsword \* | 40 | - | - | - | - | - | - | | _Goredrinker axe (Corrupted)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Heavy chain cleaver | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Heavy club | 15 | - | - | - | - | - | - | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | _Hex’iron blade (Corrupted)_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 10 | 10 | 15 | 15 | | Las cutter | 85 | 85 | 85 | 85 | 85 | 85 | 85 | | Polearm \* | 30 | - | - | - | - | - | - | | Power axe | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Power hammer | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Power pick | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Power sword | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | ‘Renderizer’ serrated axe \* | - | - | - | 40 | - | - | - | | Rotary flensing saw | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | Servo-claw | 35 | 35 | 35 | 35 | 30 | 30 | 35 | | Shield (assault/energy) | - | - | - | - | - | 50 | - | | Shock baton | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Shock stave | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Shock whip | - | - | 25 | - | - | - | - | | Spud-jacker | - | - | - | 15 | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Stiletto sword | 35 | 35 | 30 | 35 | 35 | 35 | 35 | | Sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Tenebrous scourge (Corrupted)_ \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Thunder hammer | 70 | 70 | 70 | 70 | 70 | 70 | - | | Two-handed axe \* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Web gauntlet | - | 35 | - | - | - | - | - | | _Xenarch death-arc (Xenos)_ | 75 | 75 | 75 | 75 | 75 | 75 | 75 | ### Grenades | Item | C | D | E | G | O | VS | Any | | :----------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Anti-plant | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blasting charges | 35 | 35 | 35 | 35 | 30 | 35 | 35 | | Choke gas | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | Demolition charges | 50 | 50 | 50 | 50 | 45 | 50 | - | | Flares | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Gunk bombs | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Incendiary charges | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Melta bombs | 60 | 60 | 60 | 60 | 60 | 60 | - | | _Phosphor canister (Imperial)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Plasma | 90 | 90 | 90 | 90 | 90 | 65 | 90 | | Rad | - | - | - | - | - | 25 | - | | Scare gas | 45 | 40 | 40 | 45 | 45 | 45 | 45 | | _Shard (Corrupted) _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Mindflect Shard (Xenos)_ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stun | 15 | 10 | 15 | 15 | 15 | 15 | 15 | ### Equipment | Item | C | D | E | G | O | VS | Any | | :--------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) (Sentry) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blind Snake pouch | 60 | 60 | 60 | 60 | 60 | 60 | - | | Book of the Redemption | 50 | - | - | - | - | - | - | | Bomb delivery rats | 30 | - | - | - | - | - | - | | _Cameleoline cloak_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | | _Cred sniffer_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Data-thief_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Falsehood_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Frenzon collar_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Grapnel launcher | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Grav-chute | 50 | 50 | 50 | 50 | 50 | 40 | 50 | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Holochromatic field_ | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Lho sticks_ | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | _Lock-punch_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Magnacles_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Photo-goggles | 35 | 20 | 35 | 35 | 35 | 35 | 35 | | _Photo-lumens_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Radcounter | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Industrial | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Second Best | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Servo harness -partial | 130 | 130 | 130 | 130 | 130 | 130 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Stimm-slug stash | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web solvent | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Wild Snake | 30 | 30 | 30 | 30 | 30 | 30 | 30 | ### Armour | Item | C | D | E | G | O | VS | Any | | :-------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Ablative overlay_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Armourweave_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Armoured Undersuit | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Carapace -light | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Carapace -heavy | 100 | 100 | 100 | 100 | 100 | 100 | - | | _Ceramite shield_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Hardened | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Layered | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Hardened layered | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Furnace plates | - | - | - | 5 | - | - | - | | _Gutterforged cloak_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Hazard suit | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Incombustible hauberk | 20 | - | - | - | - | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Reflec shroud_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Scrap shield_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ### Field Armour | Item | C | D | E | G | O | VS | Any | | :------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Conversion field | 60 | 60 | 60 | 60 | 60 | 60 | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) | 70 | 70 | 70 | 70 | 70 | 70 | - | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Refractor field](/docs/armoury/field-armour#refractor-field) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | ### Weapon Attachments | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Gunshroud (PB) | 20 | 10 | 20 | 20 | 20 | 20 | 20 | | Hotshot Las Pack (las pistol/gun) | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Infra-sight (PBS)\*\* | - | - | - | - | - | 25 | - | | Infra-sight (PBSH)\*\* | 40 | 35 | 40 | 40 | 40 | - | 40 | | Las-projector (PBS) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Mono-sight (BSH)\*\* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Suspensor (U) | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Telescopic sight (PBS)\*\* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | \*\*Maximum one gunsight per weapon ### Chems | Item | C | D | E | G | O | VS | Any | | :-------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Frenzon_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Ghast_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Icrotic slime_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Kalma_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Obscura_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _‘Slaught_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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This is running the text generation with `gitmaxd/onboard-email` template, the json you see in there, is from their example. ```handlebars {{#run "simpleGen"}} {{#runLang "rlm/text-to-sql"}} { "input": "{{escp2 tg_selection}}" } {{/runLang}} {{/run}} ``` *** *** # Output: This is the output of {{name}} template. ## testing run lang: this is the result of the generate template, from the previews shown json. {{get "simpleGen"}}
wrapper
Test Langchain Pull
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2024-06-13 20:34:24.508078
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test Langchain Pull
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testLangchainPull
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['generate']
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This is running the text generation with `gitmaxd/onboard-email` template, the json you see in there, is from their example. ```handlebars {{#run "simpleGen"}} {{#runLang "rlm/text-to-sql"}} { "input": "{{escp2 tg_selection}}" } {{/runLang}} {{/run}} ``` *** *** # Output: This is the output of {{name}} template. ## testing run lang: this is the result of the generate template, from the previews shown json. {{get "simpleGen"}}
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{ "attention_mask": [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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# 53. Urban Renewal _Bring it down!_ **Source: Book of Ruin** ## Battlefield Standard. Additionally, set up a large piece of terrain (the Structure) in the centre of the battlefield. ## Crews - Custom (6). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Destructible Terrain _The gangs are attempting to be the first to bring down a dome by destroying a key structure, ideally while causing lots of damage to the rivals. Once destroyed, the dome will start to collapse and the fighters must run for their lives!_ The Structure can be attacked: - Ranged: Within 12”. - Close combat: Auto hit. - Toughness 9 - 10 Wounds. When losing the last wound, it is destroyed and removed. In the End phase after being destroyed, apply the following effect for the area within 6” of the centre of the battlefield: - Impassable terrain. - Fighters are removed and suffer an Injury roll. In each subsequent End phase, increase the radius by 6” until the entire battlefield is impassable. Once destroyed, fighters can escape via any edge, counting as Out of Action without suffering any Lasting Injuries. ## Collateral Damage _Each time the Structure takes damage, the whole battlefield shudders and debris rains down from above._ When the Structure is damaged, all fighters must pass an Initiative test or become pinned (potentially falling if within 1” of a ledge). If a 1 is rolled (before modifiers), the fighter takes a Strength 3 hit. ## 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 entire battlefield is impassable. ## Victory The winner is the gang which completed the following objectives: - Inflicted at least 1 damage on the Structure. - Most fighters escape the battlefield. Tie breaker: - Most damage to the structure. Otherwise: - Draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for damaging the Structure. - +1 for escaping. 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 if at least one fighter escaped. - -1 to any gang that bottled out.
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['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 53. Urban Renewal _Bring it down!_ **Source: Book of Ruin** ## Battlefield Standard. Additionally, set up a large piece of terrain (the Structure) in the centre of the battlefield. ## Crews - Custom (6). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Destructible Terrain _The gangs are attempting to be the first to bring down a dome by destroying a key structure, ideally while causing lots of damage to the rivals. Once destroyed, the dome will start to collapse and the fighters must run for their lives!_ The Structure can be attacked: - Ranged: Within 12”. - Close combat: Auto hit. - Toughness 9 - 10 Wounds. When losing the last wound, it is destroyed and removed. In the End phase after being destroyed, apply the following effect for the area within 6” of the centre of the battlefield: - Impassable terrain. - Fighters are removed and suffer an Injury roll. In each subsequent End phase, increase the radius by 6” until the entire battlefield is impassable. Once destroyed, fighters can escape via any edge, counting as Out of Action without suffering any Lasting Injuries. ## Collateral Damage _Each time the Structure takes damage, the whole battlefield shudders and debris rains down from above._ When the Structure is damaged, all fighters must pass an Initiative test or become pinned (potentially falling if within 1” of a ledge). If a 1 is rolled (before modifiers), the fighter takes a Strength 3 hit. ## 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 entire battlefield is impassable. ## Victory The winner is the gang which completed the following objectives: - Inflicted at least 1 damage on the Structure. - Most fighters escape the battlefield. Tie breaker: - Most damage to the structure. Otherwise: - Draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for damaging the Structure. - +1 for escaping. 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 if at least one fighter escaped. - -1 to any gang that bottled out.
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Here is the formatted markdown table: ### Attacker & Defender | **Gang** | **Role** | | --- | --- | | [Insert Gang Name] | Attacker/Defender (randomly chosen) | ### Battlefield | **Type** | **Description** | | --- | --- | | Standard | Zone Mortalis/Sector Mechanicus | | Gunk Tank | 3" diameter, center of battlefield | ### Crews | **Crew Type** | **Number** | | --- | --- | | Custom (7) | No vehicles or mounts | ### Tactics Cards | **Card Type** | **Count** | | --- | --- | | Custom (2) | +1 random per 100 credits | | Underdog | Gang Rating: +1 random per 100 credits | ### Deployment | **Gang** | **Deployment Zone** | | --- | --- | | Defender | Within 6" of the Gunk Tank | | Attacker | Within 3" of any battlefield edge | ### Home Turf Advantage | **Advantage** | **Defender Rules** | | --- | --- | | Bottle Tests | Roll 2D6, discard highest | | Rally Tests | +1 to test | | Hangers-on | Included in crew (4+ roll individually) | Let me know if you'd like any changes or additions!
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2024-06-13 20:34:24.508078
['Apocrypha', 'Narrative', 'Scenario', 'sector-mechanicus', 'zone-mortalis']
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Here is the formatted markdown table: ### Attacker & Defender | **Gang** | **Role** | | --- | --- | | [Insert Gang Name] | Attacker/Defender (randomly chosen) | ### Battlefield | **Type** | **Description** | | --- | --- | | Standard | Zone Mortalis/Sector Mechanicus | | Gunk Tank | 3" diameter, center of battlefield | ### Crews | **Crew Type** | **Number** | | --- | --- | | Custom (7) | No vehicles or mounts | ### Tactics Cards | **Card Type** | **Count** | | --- | --- | | Custom (2) | +1 random per 100 credits | | Underdog | Gang Rating: +1 random per 100 credits | ### Deployment | **Gang** | **Deployment Zone** | | --- | --- | | Defender | Within 6" of the Gunk Tank | | Attacker | Within 3" of any battlefield edge | ### Home Turf Advantage | **Advantage** | **Defender Rules** | | --- | --- | | Bottle Tests | Roll 2D6, discard highest | | Rally Tests | +1 to test | | Hangers-on | Included in crew (4+ roll individually) | Let me know if you'd like any changes or additions!
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# Apocrypha Necromundus: The Fist _Located halfway up the massive western face of Hive Primus, set above the bustling Nexus but well below the gleaming lower reaches of the spire, squats the Fist. Today, we take a look at this House Goliath stronghold._ Source: [Warhammer Community, 09 Jul 2020](https://www.warhammer-community.com/2020/07/09/apocrypha-necromundus-the-fist/) ![](0iBRo3d4R8Il5nBv.jpg) ## A Toxic Ruin Set into a ragged hole in the side of the hive, a place long abandoned by the other Clan Houses, the savage House of Chains has made its home. Only the rugged physiology of a Goliath could hope to prosper here, so exposed is it to the toxic atmosphere of the hive world. Any normal hiver taking a lungful of the polluted air of the Fist would soon be rasping their last as their organs blistered and burst. A powerhouse of heavy industry and smelting, the hammering forges of the Fist ring out across the wastes, drowning out even the constant drone of the hive’s great storm turbines. Each propeller is the size of a city and is used to direct the worst of the ashen gales away from the hive shell. Most of the high-grade alloys used in Hive Primus’ thousands of Clan manufactoria come from the Fist, and it’s a measure of the work of the Goliaths that Guilds and Great Houses alike pay well for the Clan’s hammer-stamped metals. Of course, the Fist was not always the industrial hellhole it is today – not so long ago it was a completely different kind of hellhole. After a stricken orbital shuttle crashed into the area where the Fist would one day stand, it was abandoned for many centuries. Considered too toxic and badly damaged to be of use, nearby domes were sealed off and servitor work crews were directed to leave its fate to the elements. It was not until the early years of M38, and the emergence of the Goliaths, that it was to see human habitation again. So the story goes, a Goliath Alpha by the name of Rakarn Fist, escaped the slaver’s noose by climbing out onto the shell of Hive Primus, scaling the great hive and seeking shelter in the ruin. Wounded and bleeding, Rakarn was set upon by an army of hairless rats, some the size of Phyrr Cats. Fashioning armour and weapons from the scrap around him, Rakarn waged war on them, clearing out the ruin, and laying claim to it for his people. In memory of his deeds – or perhaps just because it amuses the local Goliaths – in each great cycle, a Goliath is chosen to recreate the deeds of Rakarn. The fighter is hurled naked into a fighting pit filled with starving rats… and cheered on by their clan mates as they punch, kick and bite their way to victory.\* ![](5gS1qW3Ax8WgXj6U.jpg) ## House of Pain It’s not without good cause that Clan Goliath is known as the House of Chains. Hundreds of thousands of slaves infest the Fist, toiling at all those tasks the Goliaths themselves are either ill-suited to or consider beneath them – be it sweeping the boiling floors of the great factories, running the medicae habs or cleaning the intricate workings of a renderizer.\*\* To keep this slave population from choking to death on the thick atmosphere of the Fist, something only Goliath lungs can truly endure, most slaves are shackled to their workstations by long, snaking breathing tubes. Groups of slaves might even be linked to the same tube network, making it easy for a Goliath to lead them about by simply hauling the rebreather unit on their back, the slaves trailing along behind like giant rats on a leash. This system also makes it easy for the Goliaths to chastise a slave that might be slacking on the job – there’s nothing more motivating than having your air ration cut to up a production quota. The Goliaths are not especially cruel masters, however, and some say they lack the imagination to be truly sadistic toward their drudges – like some of the Great Houses are known to be. This, of course, doesn’t extend to the Goliath’s love of pit fighting, and it’s almost inevitable that a slave owned by the House of Chains will at some point end up in the pits – and in the Fist, that means a trip to the House of Pain. One of the largest arenas in Hive Primus, the House of Pain is a smoke-shrouded colosseum that echoes daily to the sound of roaring Goliath crowds and the screams of its combatants. It is a great honour for a Goliath to have fought in the House of Pain, and legends like Attilus the Axe made their name there, while even Over-tyrant Varran Gor has painted its iron floor crimson with his chain blades. Ajex Gorgoth, the Alpha of the Fist, wisely keeps the House of Pain packed, lest his Goliath workers grow bored after a full cycle at the forge, and all manner of fighters and creatures grace the arena each evening shift. Some are mundane matches between poorly trained pit slaves or augments like chrono-gladiators – the crowd wagering if the gladiator will fell their opponent before the bomb strapped to their chest goes off. Others are more exotic, and House Escher supplies Ajex with countless horrors found out in the wastes, the depths of the underhive or born in their labs – all for the pleasure of the crowds. ![](5fZbF1Jt2w1J5yAU.jpg) ## The World Forge Vast amounts of ore pour into the Fist from the Orlock mines surrounding Hive Primus, raw materials brought in as far afield as the Spoil to feed the Goliath smelters. It’s said that land-trains approaching Hive Primus from the west can pick out the glow of the Fist on the side of the great city even through the toxic gloom of Necromunda’s putrid atmosphere. As they draw closer, the sounds of its hydraulic metal hammers ring out as they churn out a ceaseless supply of finished ingots. More than once, another Clan House has thought to capture the hugely valuable factories of the Fist and use their manufacturing capabilities for themselves. Even though Lord Helmawr is swift to punish open warfare between the Clan Houses, he encourages limited exchanges in the interests of pushing up production quotas and trimming dead meat from the population. In recent times House Escher, on behalf of the Noble House of Ulanti tried to poison the population of the Fist, introducing a new strain of Lungscald into the settlement’s ventilators. The result almost wiped out the slave population of the Fist, countless drudges bursting in crimson showers as their rebreathers pumped the chem into them. Though not a single Goliath perished, some did comment on the air having an odd smell that morning. Far more worrying for Ajex Gorgoth and the other Alphas, was the Ogryn Slave uprising of Nine ’89. Organised around a ‘charismatic’\*\*\* Ogryn pit fighter named Sparky III (not to be confused with any of the other Sparkys to have led Ogryn uprisings), the great brutes rampaged through the Fist for three long cycles. Goliaths, slaves and visiting Guilders all felt their wrath. It might have gone on longer, or threatened the rest of the hive, had Sparky III not led his people to freedom down the wrong tunnel – causing the entire uprising to charge off the edge of the Fist and plummet to their doom down the outside of the hive! ![](3EagQ7i2IxV0mD9G.jpg) \* They cheer even louder when the rats win. \*\* A task that requires surprisingly dainty fingers. \*\*\* Some say he could even say his name without pausing between each syllable.
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# Apocrypha Necromundus: The Fist _Located halfway up the massive western face of Hive Primus, set above the bustling Nexus but well below the gleaming lower reaches of the spire, squats the Fist. Today, we take a look at this House Goliath stronghold._ Source: [Warhammer Community, 09 Jul 2020](https://www.warhammer-community.com/2020/07/09/apocrypha-necromundus-the-fist/) ![](0iBRo3d4R8Il5nBv.jpg) ## A Toxic Ruin Set into a ragged hole in the side of the hive, a place long abandoned by the other Clan Houses, the savage House of Chains has made its home. Only the rugged physiology of a Goliath could hope to prosper here, so exposed is it to the toxic atmosphere of the hive world. Any normal hiver taking a lungful of the polluted air of the Fist would soon be rasping their last as their organs blistered and burst. A powerhouse of heavy industry and smelting, the hammering forges of the Fist ring out across the wastes, drowning out even the constant drone of the hive’s great storm turbines. Each propeller is the size of a city and is used to direct the worst of the ashen gales away from the hive shell. Most of the high-grade alloys used in Hive Primus’ thousands of Clan manufactoria come from the Fist, and it’s a measure of the work of the Goliaths that Guilds and Great Houses alike pay well for the Clan’s hammer-stamped metals. Of course, the Fist was not always the industrial hellhole it is today – not so long ago it was a completely different kind of hellhole. After a stricken orbital shuttle crashed into the area where the Fist would one day stand, it was abandoned for many centuries. Considered too toxic and badly damaged to be of use, nearby domes were sealed off and servitor work crews were directed to leave its fate to the elements. It was not until the early years of M38, and the emergence of the Goliaths, that it was to see human habitation again. So the story goes, a Goliath Alpha by the name of Rakarn Fist, escaped the slaver’s noose by climbing out onto the shell of Hive Primus, scaling the great hive and seeking shelter in the ruin. Wounded and bleeding, Rakarn was set upon by an army of hairless rats, some the size of Phyrr Cats. Fashioning armour and weapons from the scrap around him, Rakarn waged war on them, clearing out the ruin, and laying claim to it for his people. In memory of his deeds – or perhaps just because it amuses the local Goliaths – in each great cycle, a Goliath is chosen to recreate the deeds of Rakarn. The fighter is hurled naked into a fighting pit filled with starving rats… and cheered on by their clan mates as they punch, kick and bite their way to victory.\* ![](5gS1qW3Ax8WgXj6U.jpg) ## House of Pain It’s not without good cause that Clan Goliath is known as the House of Chains. Hundreds of thousands of slaves infest the Fist, toiling at all those tasks the Goliaths themselves are either ill-suited to or consider beneath them – be it sweeping the boiling floors of the great factories, running the medicae habs or cleaning the intricate workings of a renderizer.\*\* To keep this slave population from choking to death on the thick atmosphere of the Fist, something only Goliath lungs can truly endure, most slaves are shackled to their workstations by long, snaking breathing tubes. Groups of slaves might even be linked to the same tube network, making it easy for a Goliath to lead them about by simply hauling the rebreather unit on their back, the slaves trailing along behind like giant rats on a leash. This system also makes it easy for the Goliaths to chastise a slave that might be slacking on the job – there’s nothing more motivating than having your air ration cut to up a production quota. The Goliaths are not especially cruel masters, however, and some say they lack the imagination to be truly sadistic toward their drudges – like some of the Great Houses are known to be. This, of course, doesn’t extend to the Goliath’s love of pit fighting, and it’s almost inevitable that a slave owned by the House of Chains will at some point end up in the pits – and in the Fist, that means a trip to the House of Pain. One of the largest arenas in Hive Primus, the House of Pain is a smoke-shrouded colosseum that echoes daily to the sound of roaring Goliath crowds and the screams of its combatants. It is a great honour for a Goliath to have fought in the House of Pain, and legends like Attilus the Axe made their name there, while even Over-tyrant Varran Gor has painted its iron floor crimson with his chain blades. Ajex Gorgoth, the Alpha of the Fist, wisely keeps the House of Pain packed, lest his Goliath workers grow bored after a full cycle at the forge, and all manner of fighters and creatures grace the arena each evening shift. Some are mundane matches between poorly trained pit slaves or augments like chrono-gladiators – the crowd wagering if the gladiator will fell their opponent before the bomb strapped to their chest goes off. Others are more exotic, and House Escher supplies Ajex with countless horrors found out in the wastes, the depths of the underhive or born in their labs – all for the pleasure of the crowds. ![](5fZbF1Jt2w1J5yAU.jpg) ## The World Forge Vast amounts of ore pour into the Fist from the Orlock mines surrounding Hive Primus, raw materials brought in as far afield as the Spoil to feed the Goliath smelters. It’s said that land-trains approaching Hive Primus from the west can pick out the glow of the Fist on the side of the great city even through the toxic gloom of Necromunda’s putrid atmosphere. As they draw closer, the sounds of its hydraulic metal hammers ring out as they churn out a ceaseless supply of finished ingots. More than once, another Clan House has thought to capture the hugely valuable factories of the Fist and use their manufacturing capabilities for themselves. Even though Lord Helmawr is swift to punish open warfare between the Clan Houses, he encourages limited exchanges in the interests of pushing up production quotas and trimming dead meat from the population. In recent times House Escher, on behalf of the Noble House of Ulanti tried to poison the population of the Fist, introducing a new strain of Lungscald into the settlement’s ventilators. The result almost wiped out the slave population of the Fist, countless drudges bursting in crimson showers as their rebreathers pumped the chem into them. Though not a single Goliath perished, some did comment on the air having an odd smell that morning. Far more worrying for Ajex Gorgoth and the other Alphas, was the Ogryn Slave uprising of Nine ’89. Organised around a ‘charismatic’\*\*\* Ogryn pit fighter named Sparky III (not to be confused with any of the other Sparkys to have led Ogryn uprisings), the great brutes rampaged through the Fist for three long cycles. Goliaths, slaves and visiting Guilders all felt their wrath. It might have gone on longer, or threatened the rest of the hive, had Sparky III not led his people to freedom down the wrong tunnel – causing the entire uprising to charge off the edge of the Fist and plummet to their doom down the outside of the hive! ![](3EagQ7i2IxV0mD9G.jpg) \* They cheer even louder when the rats win. \*\* A task that requires surprisingly dainty fingers. \*\*\* Some say he could even say his name without pausing between each syllable.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Corpse Grinder Cult _A cannibal sickness lurks at the heart of Necromunda, like a festering wound that will never heal. It is the great cycle of existence that rules over all who serve the Imperial House, the denizens of the hives either feeding on their predecessors, or feeding the living with their own dead flesh. Corpse Grinder Cults are a by-product of this brutal necessity, charged with the grim task of recycling their fellow hivers into corpse-starch. The Great Houses of Necromunda are intimately familiar with the Corpse Grinder Cults, for they are a plague that rises from within the mortuary combines and Corpse Guilds with regular frequency. Even in the unrelenting horror of the hive, those forced to recycle corpses sometimes rebel against reality, losing their sanity among the whirr of the meat-saw and wet crunch of the bone-grinders. Where once a creature of reason and temperance stood, now a hollow shell consumed by hunger remains – the perfect vessel for the corrupting touch of Chaos to infect._ _Corpse Grinder Cults often start within the hallowed ranks of the Corpse Guilds. From among the toiling workers a leader will arise. Whether these deranged individuals draw the gaze of the Blood God with their cannibal madness or if it is the influence of the Dark God who turns honest men to feast upon the cutting floor is unclear. The result, however, is the same. Over time, a cult leader will become stronger and more ravenous, the growling voice of Khorne driving them to murder so that they might feast upon warmand bloody flesh. Around these debased leaders, deviant cults are formed. Prospective followers might be drawn from within the mortuary manufactorums, or from the greater hive populace. At first trusted members are inducted, and offered a taste of the gory bounty smuggled out of production lines. Thus are entire families and hab communities corrupted, most knowing only that the meat gives them strength and endurance like nothing they have known, unaware of the dark blessing surrounding the cult leader._ ## Fighters <FighterCard cost="130"> ### Butcher (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Butcher), plate mail armour. **Restrictions:** Close Combat. #### First to the Fray Charge distance is Move + D6” (instead of D3”). #### Mask (Butcher) - 6+ save (unmodifiable by AP). - Terrifying. - Can't be improved by other armour. #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. #### Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. </FighterCard> <FighterCard cost="90"> ### Cutter (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Cutter), plate mail armour. **Restrictions:** Close Combat. #### Dervish Extend LoS to 360° when making Fight (Basic) action with Versatile weapons. #### Mask (Cutter) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - Terrifying. #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. #### Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. </FighterCard> <FighterCard cost="40"> ### Skinner (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 9+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging). **Wargear:** Mask (Skinner), plate mail armour. **Restrictions:** Close Combat. #### Mask (Skinner) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). </FighterCard> <FighterCard cost="25"> ### Initiate (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Wargear:** Mask (Initiate), Flak armour. **Restrictions:** None. #### Mask (Initiate) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). :::danger House Rules <Tabs> <TabItem value="necrodamus" label="Necrodamus" default> - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. </TabItem> <TabItem value="a-and-a" label="A&A" default> - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. - Mask effects are only valid in the fighters arc of vision </TabItem> </Tabs> ::: </FighterCard> ## Skill Access | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savagery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | | Leader | Primary | Primary | - | Secondary | Primary | Secondary | Secondary | | Champion | Primary | Primary | Secondary | Secondary | Secondary | Primary | - | | Ganger | Secondary | Primary | - | Secondary | - | Primary | - | | Juve | Secondary | Primary | - | Secondary | - | Secondary | - | ## Gang Composition A Corpse Grinder Cult gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader (Butcher) chosen when the gang is first founded. - The total number of Initiates in the gang must always be equal to, or higher than, the number of other Skinners in the gang. - The gang may only ever include a maximum of 0-3 Champions (Cutters) at any time. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. During an Uprising Campaign, gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - During the course of an Uprising Campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the gang’s House Equipment List or as a result of Scavenging. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within their House List. - Leaders and Champions can be given additional weapons, but if they have more than three weapons, they will have to fill out multiple Fighter cards, each representing a different ‘set’ of equipment. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules In a Dominion Campaign, Corpse Grinder Cult gangs are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, each D6 roll of a 6 generates a free Initiate. If both of the D6s roll a 6, this becomes a single Skinner. Despite their secret agenda, a Corpse Grinder Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, a Corpse Grinder Cult gang gains Enhanced Boons for a Corpse Farm Territory as if they were a Cawdor gang and from a Fighting Pit Territory as if they were a Goliath gang. ### Outlaw A Corpse Grinder Cult gang is automatically an [Outlaw gang](/docs/founding-a-gang/gang-creation#outlaw-gangs). ### Agents Of Misrule In a Law and Misrule Campaign, Corpse Grinder Cult gangs start aligned to Misrule. They cannot change their alignment over the course of the campaign. ### Blessed by the Lord of Skin and Sinew :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. ::: When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions. **Invoke the Dark Gods:** This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation: - +1 to their Strength, Toughness and Attacks characteristics. - Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound. _Source: Apocrypha Necromunda: Sump City Sinking_
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2024-06-13 20:34:24.508078
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Corpse Grinder Cult _A cannibal sickness lurks at the heart of Necromunda, like a festering wound that will never heal. It is the great cycle of existence that rules over all who serve the Imperial House, the denizens of the hives either feeding on their predecessors, or feeding the living with their own dead flesh. Corpse Grinder Cults are a by-product of this brutal necessity, charged with the grim task of recycling their fellow hivers into corpse-starch. The Great Houses of Necromunda are intimately familiar with the Corpse Grinder Cults, for they are a plague that rises from within the mortuary combines and Corpse Guilds with regular frequency. Even in the unrelenting horror of the hive, those forced to recycle corpses sometimes rebel against reality, losing their sanity among the whirr of the meat-saw and wet crunch of the bone-grinders. Where once a creature of reason and temperance stood, now a hollow shell consumed by hunger remains – the perfect vessel for the corrupting touch of Chaos to infect._ _Corpse Grinder Cults often start within the hallowed ranks of the Corpse Guilds. From among the toiling workers a leader will arise. Whether these deranged individuals draw the gaze of the Blood God with their cannibal madness or if it is the influence of the Dark God who turns honest men to feast upon the cutting floor is unclear. The result, however, is the same. Over time, a cult leader will become stronger and more ravenous, the growling voice of Khorne driving them to murder so that they might feast upon warmand bloody flesh. Around these debased leaders, deviant cults are formed. Prospective followers might be drawn from within the mortuary manufactorums, or from the greater hive populace. At first trusted members are inducted, and offered a taste of the gory bounty smuggled out of production lines. Thus are entire families and hab communities corrupted, most knowing only that the meat gives them strength and endurance like nothing they have known, unaware of the dark blessing surrounding the cult leader._ ## Fighters <FighterCard cost="130"> ### Butcher (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Butcher), plate mail armour. **Restrictions:** Close Combat. #### First to the Fray Charge distance is Move + D6” (instead of D3”). #### Mask (Butcher) - 6+ save (unmodifiable by AP). - Terrifying. - Can't be improved by other armour. #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. #### Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. </FighterCard> <FighterCard cost="90"> ### Cutter (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Cutter), plate mail armour. **Restrictions:** Close Combat. #### Dervish Extend LoS to 360° when making Fight (Basic) action with Versatile weapons. #### Mask (Cutter) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - Terrifying. #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. #### Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. </FighterCard> <FighterCard cost="40"> ### Skinner (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 9+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging). **Wargear:** Mask (Skinner), plate mail armour. **Restrictions:** Close Combat. #### Mask (Skinner) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). </FighterCard> <FighterCard cost="25"> ### Initiate (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Wargear:** Mask (Initiate), Flak armour. **Restrictions:** None. #### Mask (Initiate) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). :::danger House Rules <Tabs> <TabItem value="necrodamus" label="Necrodamus" default> - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. </TabItem> <TabItem value="a-and-a" label="A&A" default> - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. - Mask effects are only valid in the fighters arc of vision </TabItem> </Tabs> ::: </FighterCard> ## Skill Access | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savagery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | | Leader | Primary | Primary | - | Secondary | Primary | Secondary | Secondary | | Champion | Primary | Primary | Secondary | Secondary | Secondary | Primary | - | | Ganger | Secondary | Primary | - | Secondary | - | Primary | - | | Juve | Secondary | Primary | - | Secondary | - | Secondary | - | ## Gang Composition A Corpse Grinder Cult gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader (Butcher) chosen when the gang is first founded. - The total number of Initiates in the gang must always be equal to, or higher than, the number of other Skinners in the gang. - The gang may only ever include a maximum of 0-3 Champions (Cutters) at any time. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. During an Uprising Campaign, gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - During the course of an Uprising Campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the gang’s House Equipment List or as a result of Scavenging. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within their House List. - Leaders and Champions can be given additional weapons, but if they have more than three weapons, they will have to fill out multiple Fighter cards, each representing a different ‘set’ of equipment. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules In a Dominion Campaign, Corpse Grinder Cult gangs are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, each D6 roll of a 6 generates a free Initiate. If both of the D6s roll a 6, this becomes a single Skinner. Despite their secret agenda, a Corpse Grinder Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, a Corpse Grinder Cult gang gains Enhanced Boons for a Corpse Farm Territory as if they were a Cawdor gang and from a Fighting Pit Territory as if they were a Goliath gang. ### Outlaw A Corpse Grinder Cult gang is automatically an [Outlaw gang](/docs/founding-a-gang/gang-creation#outlaw-gangs). ### Agents Of Misrule In a Law and Misrule Campaign, Corpse Grinder Cult gangs start aligned to Misrule. They cannot change their alignment over the course of the campaign. ### Blessed by the Lord of Skin and Sinew :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. ::: When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions. **Invoke the Dark Gods:** This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation: - +1 to their Strength, Toughness and Attacks characteristics. - Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound. _Source: Apocrypha Necromunda: Sump City Sinking_
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# 5. Sneak Attack _A gang that really wants to make itself known may raid deep into an enemy territory, hoping to steal goodsand defile something sacred._ _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** ## 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: 7 tiles. The winner of a roll-off places the first tile. This tile marks the centre of the battlefield. Take turns placing 6 more tiles, adjacent to the first tile. ## 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) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender sets up their sentries anywhere on the battlefield, and a gang relic anywhere within 6” of one edge of the battlefield. The attacker then sets up each of their fighters within 4” of any edge of the battlefield and must be within 4” of another member of the crew. The attacker is free to use all edges. :::danger House Rule (Necrodamus) The Relic should be deployed within 6” of the centre, or the attackers should deploy on the opposite battlefield edge. ::: ## Gang Relics _The attacker is trying to defile a gang relic, the defenders are trying to stop them._ - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling a Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Reinforcements - D3 defenders. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). :::danger House Rule (Necrodamus) Reinforcements should only arrive in each turn after the alarm is raised (including the round that the alarm is raised). ::: ## Fleeing the Battlefield If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The attacking Leader is considered to have defiled the gang relic. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins by having remaining fighters (not including Seriously Injured fighters) and defiled the gang relic. The defender wins by having remaining fighters (not including Seriously Injured fighters) and the gang relic is not defiled. Otherwise it is a draw. ## Rewards #### Credits - If the Gang Relic **was** defiled: - D6x10 to the attacker. - D3x10 to the defender. - If the gang relic was **not** defiled: - D6x10 to the defender. - D3x10 to the attacker. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to an attacking fighter defiling a relic. - +1 to the Leader of the gang which had fighters on the battlefield at the end of the battle (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 if the gang relic was defiled. - -2 to the defender if the gang relic was defiled. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Home Turf Advantage']
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# 5. Sneak Attack _A gang that really wants to make itself known may raid deep into an enemy territory, hoping to steal goodsand defile something sacred._ _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** ## 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: 7 tiles. The winner of a roll-off places the first tile. This tile marks the centre of the battlefield. Take turns placing 6 more tiles, adjacent to the first tile. ## 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) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender sets up their sentries anywhere on the battlefield, and a gang relic anywhere within 6” of one edge of the battlefield. The attacker then sets up each of their fighters within 4” of any edge of the battlefield and must be within 4” of another member of the crew. The attacker is free to use all edges. :::danger House Rule (Necrodamus) The Relic should be deployed within 6” of the centre, or the attackers should deploy on the opposite battlefield edge. ::: ## Gang Relics _The attacker is trying to defile a gang relic, the defenders are trying to stop them._ - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling a Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Reinforcements - D3 defenders. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). :::danger House Rule (Necrodamus) Reinforcements should only arrive in each turn after the alarm is raised (including the round that the alarm is raised). ::: ## Fleeing the Battlefield If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The attacking Leader is considered to have defiled the gang relic. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins by having remaining fighters (not including Seriously Injured fighters) and defiled the gang relic. The defender wins by having remaining fighters (not including Seriously Injured fighters) and the gang relic is not defiled. Otherwise it is a draw. ## Rewards #### Credits - If the Gang Relic **was** defiled: - D6x10 to the attacker. - D3x10 to the defender. - If the gang relic was **not** defiled: - D6x10 to the defender. - D3x10 to the attacker. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to an attacking fighter defiling a relic. - +1 to the Leader of the gang which had fighters on the battlefield at the end of the battle (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 if the gang relic was defiled. - -2 to the defender if the gang relic was defiled. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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# Genestealer Cult _Few threats to the Imperium are as insidious as that posed by the Genestealer. A perfectly crafted organism, its sole purpose is to infiltrate and subvert the populations of entire worlds._ _Genestealer Cults are utterly loyal to their leaders in a way not even the word-keepers of House Cawdor could hope to impose. It is a link forged of genetics, a compulsion woven into each member’s flesh, and thus utterly unbreakable. Without the direct influence of a brood lord, or the specialised mutations of the fourth generation, these splinter cults instead serve the strongest among their kind, often drawn from the first and second generation of their bloodline. These Cult Adept and Cult Alpha are far longer-lived than their heritage would suggest, as if their blood, mixed with that of the xenos, responds to the psychic needs of their family and so strengthens and elevates them. Under their sway hybrid Acolytes and Neophytes serve as foot soldiers, many passing for human, and even those who cannot are often mistaken for merely yet another of Necromunda’s countless mutant inhabitants. Aberrants too can be found within the splinter cults, mistakes of biology, nonetheless given purpose in battle against the cult’s enemies._ _Almost all splinter cults are grown from mining families, and even generations on they use this guise to exist unnoticed among a world of humans. Clad in hazard suits and armed with a variety of scavenged weapons, mostly mining tools, splinter cults can form formidable gangs, as even the most primitive of blades can prove deadly when wielded by the hand of those who believe so completely in their cause. Tragically though, at least for the cult, their lifecycle remains stunted. Perhaps because of their separation from their distant brood father, Purestrains remain denied to them. In all likelihood, however, true glory still slumbers within the flesh of the family’s members and should the brood father ever call them to his side, they will continue their march towards the next stage of their deadly evolution._ _There is no way to tell how many of these splinter cults exist on Necromunda, cut off from the broodthing of Secundus, growing ever larger without any real goal save expanding their territories and extending their bloodline. A few though have made their mark, their names growing in the dark and cursed by their enemies, though still far beneath the notice of the Imperial House and its vast armies._ ## Fighters <FighterCard cost="120"> ### Cult Adept (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary, 1 Wyrd Power (either form the [list below](/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](/docs/the-rules/wyrd-powers)). **Restrictions:** None. #### Unsanctioned Psyker Gain additional Wyrd Powers as Primary skills. </FighterCard> <FighterCard cost="145"> ### Cult Alpha (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Third Arm Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. </FighterCard> <FighterCard cost="85"> ### Hybrid Acolyte (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="95"> ### Aberrant (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). </FighterCard> <FighterCard cost="45"> ### Neophyte Hybrids (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ | **Wargear:** Hazard Suit. **Restrictions:** Pistol, Basic, Special\*, Close Combat. \* One at creation, additional during a campaign. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="25"> ### 0-3 Psychic Familiar (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus, A&A) Omen of Fortune save can only be made once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | Cult Wyrd Powers | | :--------------- | --------- | ------- | --------- | --------- | --------- | ---------- | -------- | --------- | ---------------- | | Adept | Secondary | - | - | Primary | - | Primary | - | Secondary | Primary | | Alpha | - | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Hybrid Acolyte | Secondary | - | Secondary | Primary | Primary | Secondary | - | - | - | | Neophyte Hybrid | Secondary | - | Secondary | Primary | Primary | - | - | - | - | | Aberrant | - | Primary | Secondary | Secondary | Primary | - | - | - | - | | Psychic Familiar | Secondary | - | - | Primary | - | - | - | - | - | ## Gang Composition A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded. - The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign. - During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried. - A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules #### Extra Arm - +1 weapon slot (4 instead of 3). - Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2). If armed with a ranged Unwieldy weapon: - Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double). Otherwise: - +1 unarmed Attack with Rending (regardless of the weapons used). #### Gaining Experience Genestealer Cults gain experience like normal. Aberrants advance like Gangers. #### Captured Fighters Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits instead of half their value. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 1. Ganger 1. Specialist 1. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm). From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change. #### Campaign Claim Resource bonuses just like any other gang. **Dominion:** Treated as an Orlock gang for the purposes of gang specific Resource bonuses. #### Special Resources - Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves. - Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen from another gang, it is simply removed instead. #### Post-battle Actions - If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits. - Genestealer Cult gangs can't make the Sell to the Guilders action. - Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear - simply remove the captive from the campaign. ### Hangers-On, Hired Guns And Dramatis Personae Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…" special rules. Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table: | Reputation | Maximum Hangers-on | | :---------------: | :----------------: | | Less than 10 | 1 | | 10 to 14 | 2 | | 15 to 19 | 3 | | 20 to 24 | 4 | | Each additional 5 | +1 | ## Genestealer Cults Wyrd Powers Genestealer Cults Adepts are Psykers, drawing their powers from their connection to the distant Patriarch of the wider cult that this gang represents one creeping tendril of. A Cult Adept has access to the Cult Wyrd Power list below as one of their Primary skill sets. ### 1. Telepathy – Hypnosis (Basic) _With little more than a piercing stare, the Adept can dominate the minds of the weaker-willed._ Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round. ### 2. Telepathy – Unbreakable Will (Basic), Continuous Effect _The Adept channels some measure of the Patriarch’s control over nearby cult members._ Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of the Adept, use the Adept’s Cool or Willpower characteristic value (whichever is appropriate). ### 3. Telepathy – Zealot (Double), Continuous Effect _The mere presence of the Adept can drive their cult brethren to acts of aggressive hatred._ Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight (Basic) or Charge (Double) action, any dice that roll a 1 to hit may be re-rolled. ### 4. Telepathy – Mind Control (Basic) _Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends._ Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player. :::note This version of Mind Control is different to the [Mind Control in the expanded list](/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) from Book of the Outcast. This does not require line of sight. It is also not Continuous Effect. ::: ### 5. Telekinesis – Assail (Basic) _The Adept uses the force of their will to push enemies from their path._ Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned. ### 6. Telekinesis – Force Blast (Basic) Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
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# Genestealer Cult _Few threats to the Imperium are as insidious as that posed by the Genestealer. A perfectly crafted organism, its sole purpose is to infiltrate and subvert the populations of entire worlds._ _Genestealer Cults are utterly loyal to their leaders in a way not even the word-keepers of House Cawdor could hope to impose. It is a link forged of genetics, a compulsion woven into each member’s flesh, and thus utterly unbreakable. Without the direct influence of a brood lord, or the specialised mutations of the fourth generation, these splinter cults instead serve the strongest among their kind, often drawn from the first and second generation of their bloodline. These Cult Adept and Cult Alpha are far longer-lived than their heritage would suggest, as if their blood, mixed with that of the xenos, responds to the psychic needs of their family and so strengthens and elevates them. Under their sway hybrid Acolytes and Neophytes serve as foot soldiers, many passing for human, and even those who cannot are often mistaken for merely yet another of Necromunda’s countless mutant inhabitants. Aberrants too can be found within the splinter cults, mistakes of biology, nonetheless given purpose in battle against the cult’s enemies._ _Almost all splinter cults are grown from mining families, and even generations on they use this guise to exist unnoticed among a world of humans. Clad in hazard suits and armed with a variety of scavenged weapons, mostly mining tools, splinter cults can form formidable gangs, as even the most primitive of blades can prove deadly when wielded by the hand of those who believe so completely in their cause. Tragically though, at least for the cult, their lifecycle remains stunted. Perhaps because of their separation from their distant brood father, Purestrains remain denied to them. In all likelihood, however, true glory still slumbers within the flesh of the family’s members and should the brood father ever call them to his side, they will continue their march towards the next stage of their deadly evolution._ _There is no way to tell how many of these splinter cults exist on Necromunda, cut off from the broodthing of Secundus, growing ever larger without any real goal save expanding their territories and extending their bloodline. A few though have made their mark, their names growing in the dark and cursed by their enemies, though still far beneath the notice of the Imperial House and its vast armies._ ## Fighters <FighterCard cost="120"> ### Cult Adept (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary, 1 Wyrd Power (either form the [list below](/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](/docs/the-rules/wyrd-powers)). **Restrictions:** None. #### Unsanctioned Psyker Gain additional Wyrd Powers as Primary skills. </FighterCard> <FighterCard cost="145"> ### Cult Alpha (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Third Arm Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. </FighterCard> <FighterCard cost="85"> ### Hybrid Acolyte (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="95"> ### Aberrant (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). </FighterCard> <FighterCard cost="45"> ### Neophyte Hybrids (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ | **Wargear:** Hazard Suit. **Restrictions:** Pistol, Basic, Special\*, Close Combat. \* One at creation, additional during a campaign. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="25"> ### 0-3 Psychic Familiar (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus, A&A) Omen of Fortune save can only be made once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | Cult Wyrd Powers | | :--------------- | --------- | ------- | --------- | --------- | --------- | ---------- | -------- | --------- | ---------------- | | Adept | Secondary | - | - | Primary | - | Primary | - | Secondary | Primary | | Alpha | - | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Hybrid Acolyte | Secondary | - | Secondary | Primary | Primary | Secondary | - | - | - | | Neophyte Hybrid | Secondary | - | Secondary | Primary | Primary | - | - | - | - | | Aberrant | - | Primary | Secondary | Secondary | Primary | - | - | - | - | | Psychic Familiar | Secondary | - | - | Primary | - | - | - | - | - | ## Gang Composition A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded. - The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign. - During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried. - A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules #### Extra Arm - +1 weapon slot (4 instead of 3). - Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2). If armed with a ranged Unwieldy weapon: - Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double). Otherwise: - +1 unarmed Attack with Rending (regardless of the weapons used). #### Gaining Experience Genestealer Cults gain experience like normal. Aberrants advance like Gangers. #### Captured Fighters Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits instead of half their value. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 1. Ganger 1. Specialist 1. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm). From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change. #### Campaign Claim Resource bonuses just like any other gang. **Dominion:** Treated as an Orlock gang for the purposes of gang specific Resource bonuses. #### Special Resources - Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves. - Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen from another gang, it is simply removed instead. #### Post-battle Actions - If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits. - Genestealer Cult gangs can't make the Sell to the Guilders action. - Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear - simply remove the captive from the campaign. ### Hangers-On, Hired Guns And Dramatis Personae Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…" special rules. Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table: | Reputation | Maximum Hangers-on | | :---------------: | :----------------: | | Less than 10 | 1 | | 10 to 14 | 2 | | 15 to 19 | 3 | | 20 to 24 | 4 | | Each additional 5 | +1 | ## Genestealer Cults Wyrd Powers Genestealer Cults Adepts are Psykers, drawing their powers from their connection to the distant Patriarch of the wider cult that this gang represents one creeping tendril of. A Cult Adept has access to the Cult Wyrd Power list below as one of their Primary skill sets. ### 1. Telepathy – Hypnosis (Basic) _With little more than a piercing stare, the Adept can dominate the minds of the weaker-willed._ Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round. ### 2. Telepathy – Unbreakable Will (Basic), Continuous Effect _The Adept channels some measure of the Patriarch’s control over nearby cult members._ Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of the Adept, use the Adept’s Cool or Willpower characteristic value (whichever is appropriate). ### 3. Telepathy – Zealot (Double), Continuous Effect _The mere presence of the Adept can drive their cult brethren to acts of aggressive hatred._ Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight (Basic) or Charge (Double) action, any dice that roll a 1 to hit may be re-rolled. ### 4. Telepathy – Mind Control (Basic) _Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends._ Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player. :::note This version of Mind Control is different to the [Mind Control in the expanded list](/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) from Book of the Outcast. This does not require line of sight. It is also not Continuous Effect. ::: ### 5. Telekinesis – Assail (Basic) _The Adept uses the force of their will to push enemies from their path._ Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned. ### 6. Telekinesis – Force Blast (Basic) Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
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141
578
Unknown
Augmek
Blain
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
['Fast Shot']
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'}]
1
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
0
460
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
3,281,693
4
4
2
2
4
2
4
1
5
6
6
5
0
1
[]
Alive
spinal injury
2024-01-25 3:50:56
2024-03-24 19:39:10
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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578
425
### 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 - 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
8
16
1
0
4
2
30
C
['[[knockback]]']
0
-
4+
4
['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
### 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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425
411
[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
ranged-weapon
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3
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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8
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R13
['[[rapid_fire]]']
0
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0
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0
Unknown
0
0
[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
Unknown
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411
139
# 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 | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+ 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 |
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2024-06-13 20:34:24.508078
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# 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 | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+ 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 |
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# 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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Ash Wastes', 'Underdog']
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# 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.
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Wyrd Powers ## Powers Tables | | [Standard](#standard) | [Biomancy](#biomancy) | [Chronomancy](#chronomancy) | [Divination](#divination) | | :-: | ------------------------- | -------------------------- | --------------------------- | ------------------------- | | 1 | Concentrate (Basic) | Arachnosis (Basic), CE | Freeze Time (Double) | Precognition (Special) | | 2 | Maintain Control (Simple) | Chameleon (Basic), CE | Suppress Power (Basic) | Foreboding (Double), CE | | 3 | | Cause Pain (Basic) | Zen Shootist (Basic), CE | Misfortune (Basic) | | 4 | | Stop Bleeding (Basic) | Walk Through Walls (Double) | Forewarning (Basic) | | 5 | | Quickening (Basic), CE | Mirror Image (Basic) | Warp Whispers (Special) | | 6 | | Iron Arm (Basic), CE | Lucky Aura (Basic), CE | Visions (Double), CE | | 7 | | Hammerhand (Basic), CE | | 8 | | Warp Strength (Simple), CE | | | [Pyromancy](#pyromancy) | [Technomancy](#technomancy) | [Telekinesis](#telekinesis) | [Telepathy](#telepathy) | | :-: | ------------------------- | --------------------------- | --------------------------- | ---------------------------- | | 1 | Body of Flame (Basic), CE | Weapon Jinx (Simple) | Assail (Basic) | Mind Control (Basic), CE | | 2 | Stoke Flames (Basic) | Overcharge (Basic), CE | Crush (Basic) | Terrify (Double) | | 3 | Wall of Flame (Basic), CE | Hardening (Basic), CE | Force Field (Basic), CE | Invisibility (Double), CE | | 4 | Flame Blast (Basic), CE | Manipulate Door (Simple) | Hailstorm (Basic) | Mental Assault (Basic) | | 5 | Molten Bolt (Basic) | Manipulate Lumens (Double) | Force Blast (Basic) | Hallucinations (Basic) | | 6 | Scouring (Basic) | Crack Lock (Basic) | Levitation (Basic), CE | Unbreakable Will (Basic), CE | | 7 | Witchfire (Double) | | Dark Shield (Simple) | Mind Lock (Basic) | | 8 | | | Psychic Shockwave (Basic) | Premonition (Simple), CE | | 9 | | | | Hypnosis (Basic) | | 10 | | | | Maddening Visions (Basic) | | 11 | | | | Psychic Assault (Basic) | | 12 | | | | Psychic Scream (Basic) | | 13 | | | | Zealot (Double), CE | | 14 | | | | Mind Maze (Basic), CE | | D6 | Genestealer | Chaos | Possessed Hiver / Ghast | Ty (Noble Alliance) | Awakened Ogryn | | :-: | ---------------------------- | -------------------------- | ----------------------- | ---------------------------- | ------------------------- | | 1 | Assail (Basic) | Assail (Basic) | Assail (Basic) | Mind Control (Basic) | Iron Arm (Basic), CE | | 2 | Force Blast (Basic) | Scouring (Basic) | Flame Blast (Basic), CE | Terrify (Double) | Body of Flame (Basic), CE | | 3 | Hypnosis (Basic) | Maddening Visions (Basic) | Freeze Time (Double) | Invisibility (Double), CE | Weapon Jinx (Simple) | | 4 | Mind Control (Basic) | Warp Strength (Simple), CE | Weapon Jinx (Simple) | Mental Assault (Basic) | Overcharge (Basic), CE | | 5 | Unbreakable Will (Basic), CE | Dark Shield (Simple) | Quickening (Basic), CE | Hallucinations (Basic) | Crush (Basic) | | 6 | Zealot (Double), CE | Levitation (Basic), CE | Terrify (Double) | Unbreakable Will (Basic), CE | Terrify (Double) | ## Standard ### Concentrate (Basic) If making a Willpower test in their subsequent action, add 1 to the result. ### Maintain Control (Simple) In order to maintain a Continuous Effect, the Psyker must perform this action. Make a Willpower test, adding 3 to the result. If not, the Continuous Effect expires at the start of this fighter’s activation. :::danger House Rule (Necrodamus, A&A) Psykers should have 1 free Maintain Control action at the start of each Activation to make Continuous Effects viable. ::: ## Biomancy ### Focused: Fast Healing During Recovery, roll an extra Injury dice then choose one to discard. ### 1. Arachnosis (Basic), Continuous Effect Clamber, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) & [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### 2. Chameleon (Basic), Continuous Effect -2 modifier when targeted by ranged attacks if this fighter didn't move during its activation. ### 3. Cause Pain (Basic) Target an enemy to suffer an Injury roll: - Within 18". - LOS. - Suffered at least one Wound or Flesh Wound. ### 4. Stop Bleeding (Basic) Target a friendly fighter within 18" and LOS to remove all Flesh Wounds. ### 5. Quickening (Basic), Continuous Effect - +3” Movement. - +1 WS, BS & Initiative (max 2+). ### 6. Iron Arm (Basic), Continuous Effect 5+ save (bonus, unmodifiable by AP) for close combat only. ### 7. Hammerhand (Basic), Continuous Effect Armed with the following melee weapon: - S+2, AP-1, D2, Pulverise. ### 8. Warp Strength (Simple) Continuous Effect +2S and close combat attacks gain +1D. ## Chronomancy ### Focused: Flicker Perform one extra action during the activation (once per battle). ### 1. Freeze Time (Double) All fighters within 12” (friend & foe) may only take a single action when activated this round. ### 2. Suppress Power (Basic) Choose a Wyrd Power from an enemy Psyker within 18" and LOS to be disabled (cannot be used this round). ### 3. Zen Shootist (Basic), Continuous Effect Gain 2+ BS and ignore negative hit modifiers from cover. No effect for Blast or Rapid Fire weapons. ### 4. Walk Through Walls (Double) Placed anywhere within 8" (outside 1" of enemies). ### 5. Mirror Image (Basic) -1 hit modifier when targeted by attacks. Cannot be targeted by Reaction attacks when making Retreat (Basic) actions. Lasts until the End phase. ### 6. Lucky Aura (Basic), Continuous Effect) When targeted by an attack, the enemy must re-roll a successful hit roll (once per round). ## Divination ### Focused: Future Sight Re-roll any dice roll during the activation (once per battle), this can be any number of dice or even a roll made by an enemy fighter. ### 1. Precognition (Special) If part of the gang during when determining the scenario before a battle, choose the scenario (instead of randomizing). The Psyker's gang is automatically the attacker (if the scenario has attacker & defender). If multiple gangs have this power, it has no effect (cancel each other out). ### 2. Foreboding (Double), Continuous Effect Give Overwatch to a friendly fighter within 12" & LOS (including this fighter). ### 3. Misfortune (Basic) An enemy must re-roll a dice roll if within 12" and LOS (once, until the End phase). ### 4. Forewarning (Basic) Ignore the first hit from an attack on a 2+ (until the End phase). ### 5. Warp Whispers (Special) - +1 Crew size. - Re-roll any Reinforcement rolls. - Sentry: This Psyker automatically raises the alarm if finishing a move within 6" of an enemy fighter. ### 6. Visions (Double), Continuous Effect Enemies within 18" reduce the cover by 1 (full → partial, partial → open). ## Pyromancy ### Focused: Fire Shield Immune to Blaze. ### 1. Body of Flame (Basic), Continuous Effect - Ignore hits from weapons with Blaze or Melta. - Enemies ending an activation within 1" suffer a Blaze test. ### 2. Stoke Flames (Basic) Centre a Blast (5") with Blaze on an enemy that is within 18", LOS and already ablaze (does not cause Pinned). ### 3. Wall of Flame (Basic), Continuous Effect Place a Blast (5") with the centre within 12" and LOS. Any fighter starting or ending an activation within the Blast suffers a hit with S3, AP 1, Blaze. ### 4. Flame Blast (Basic), Continuous Effect One equipped weapon gains Blaze. ### 5. Molten Bolt (Basic) Make a ranged attack targeting an enemy fighter within 6" and LOS to inflict a hit with S8, AP-3, D3, Melta. ### 6. Scouring (Basic) Make the following attack: S2, AP-2, D1, Template, Blaze. ### 7. Witchfire (Double) All enemies within 3" suffer the following hit: - S5, AP-1, D2, Blaze. ## Technomancy ### Focused: Techno-affinity Re-roll any Ammo test. ### 1. Weapon Jinx (Simple) Choose a weapon carried by an enemy fighter within 18" and make an Ammo test for it. ### 2. Overcharge (Basic), Continuous Effect One equipped ranged weapon gains +2S, +1D and Unstable. ### 3. Hardening (Basic), Continuous Effect +2 save modifier and -1"M. ### 4. Manipulate Door (Simple) Open or close an unlocked door (anywhere). ### 5. Manipulate Lumens (Double) Enable/disable Pitch Black. ### 6. Crack Lock (Basic) A locked door within 18" becomes unlocked and open. Alternatively, open a loot casket (anywhere) and choose the content (instead of randomizing) ## Telekinesis ### Focused: Fists of Fury Unarmed attacks gain +1 S & D. ### 1. Assail (Basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. ### 2. Crush (Basic) Make a ranged attack against an enemy fighter or obstacle within 12" and LOS. If hit: - Obstacle: Destroyed and removed. - Fighter: Must fail a save roll or suffer an Injury roll. ### 3. Force Field (Basic), Continuous Effect +1 save modifier to all friendly fighters within 3” (including the Psyker). ### 4. Hailstorm (Basic) Make a ranged attack against all fighters (friend & foe) within 12" inflicting a hit with S1. ### 5. Force Blast (Basic) Enemy fighters within 3” are immediately pushed D3+1” directly away. If pushed from a platform or into a pitfall, pass an Initiative test to be placed Prone at the edge. Otherwise they will fall. If pushed into a wall or other impassable terrain, the fighter immediately becomes Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. ### 6. Levitation (Basic), Continuous Effect - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base. ### 7. Dark Shield (Simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. ### 8. Psychic Shockwave (Basic) Make the following ranged attack: 12” Short (+1 hit), 24” Long, S4, AP-1, D2, Concussion, Pulverise, Reckless. ## Telepathy ### Focused: Fearful Aura Enemies declaring a Charge that would result in attacks against this Psyker must pass a Willpower test or end the action before moving. ### 1. Mind Control (Basic), Continuous Effect An enemy fighter within 9" and LOS must make a Shoot (Basic) action (even if already activated this round). Target any eligible fighter from that gang (chosen by the Psyker). ### 2. Terrify (Double) An enemy within 18” and LOS must pass a Nerve test with a -3 modifier or become Broken. ### 3. Invisibility (Double), Continuous Effects - Cannot be targeted by ranged attacks. - This power ends if (for any reason) the Psyker makes any other action than Move (Simple) or Maintain Control (Simple). ### 4. Mental Assault (Basic) Target an enemy within within 12" and LOS. Both the Psyker and the target makes a Willpower test: - The Psyker must pass. - If the target also pass, the Psyker must pass by a greater amount than the target.If successful, the target suffers the following: - Pinned (unless Engaged). - Lose Ready. ### 5. Hallucinations (Basic) An enemy within 12" suffer Insanity. ### 6. Unbreakable Will (Basic), Continuous Effect Use this fighter’s characteristic values when friendly fighters within 9” make Nerve or Willpower tests. ### 7. Mind Lock (Basic) Nominate an enemy fighter within 18” that has not already activated this round. For the rest of this round, that fighter can't activate or take part in a Group Activation. ### 8. Premonition (Simple), Continuous Effect 4+ save (unmodifiable by AP). ### 9. Hypnosis (Basic) An enemy within 9” and LOS (that has not activated this round) can only make a single Move (Simple) action when activated this round. ### 10. Maddening Visions (Basic) Until the End phase of this round, enemies ending an activation within 3” must pass a Willpower test or gain Insanity. ### 11. Psychic Assault (Basic) An enemy fighter within 18” is Pinned and must pass a Willpower test or suffer 1 Damage (if reduced to 0 Wounds, roll an Injury dice as normal). ### 12. Psychic Scream (Basic) Enemy fighters within 3” must pass a Nerve test with a -1 modifier or become Broken. ### 13. Zealout (Double), Continuous Effect Once per turn, when another friendly fighter within 9" makes a Fight (Basic) or Charge (Double) action, any hit rolls of 1 can be re-rolled. ### 14. Mind Maze (Basic), Continuous Effect - An Active enemy fighter within 6" and LOS must pass an Initiative test or become Pinned. - While maintained, that fighter must pass an Intelligence check when activated or apply a -1 hit modifier when attacking (ranged & melee) that activation. :::info Insanity Roll a D6 at the start of each activation:<br /> **1-2:** The fighter is immediately Broken, if already Broken, they flee (even if their gang has not failed a Bottle test).<br /> **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang.<br /> **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity. :::
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2024-06-13 20:34:24.508078
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Wyrd Powers ## Powers Tables | | [Standard](#standard) | [Biomancy](#biomancy) | [Chronomancy](#chronomancy) | [Divination](#divination) | | :-: | ------------------------- | -------------------------- | --------------------------- | ------------------------- | | 1 | Concentrate (Basic) | Arachnosis (Basic), CE | Freeze Time (Double) | Precognition (Special) | | 2 | Maintain Control (Simple) | Chameleon (Basic), CE | Suppress Power (Basic) | Foreboding (Double), CE | | 3 | | Cause Pain (Basic) | Zen Shootist (Basic), CE | Misfortune (Basic) | | 4 | | Stop Bleeding (Basic) | Walk Through Walls (Double) | Forewarning (Basic) | | 5 | | Quickening (Basic), CE | Mirror Image (Basic) | Warp Whispers (Special) | | 6 | | Iron Arm (Basic), CE | Lucky Aura (Basic), CE | Visions (Double), CE | | 7 | | Hammerhand (Basic), CE | | 8 | | Warp Strength (Simple), CE | | | [Pyromancy](#pyromancy) | [Technomancy](#technomancy) | [Telekinesis](#telekinesis) | [Telepathy](#telepathy) | | :-: | ------------------------- | --------------------------- | --------------------------- | ---------------------------- | | 1 | Body of Flame (Basic), CE | Weapon Jinx (Simple) | Assail (Basic) | Mind Control (Basic), CE | | 2 | Stoke Flames (Basic) | Overcharge (Basic), CE | Crush (Basic) | Terrify (Double) | | 3 | Wall of Flame (Basic), CE | Hardening (Basic), CE | Force Field (Basic), CE | Invisibility (Double), CE | | 4 | Flame Blast (Basic), CE | Manipulate Door (Simple) | Hailstorm (Basic) | Mental Assault (Basic) | | 5 | Molten Bolt (Basic) | Manipulate Lumens (Double) | Force Blast (Basic) | Hallucinations (Basic) | | 6 | Scouring (Basic) | Crack Lock (Basic) | Levitation (Basic), CE | Unbreakable Will (Basic), CE | | 7 | Witchfire (Double) | | Dark Shield (Simple) | Mind Lock (Basic) | | 8 | | | Psychic Shockwave (Basic) | Premonition (Simple), CE | | 9 | | | | Hypnosis (Basic) | | 10 | | | | Maddening Visions (Basic) | | 11 | | | | Psychic Assault (Basic) | | 12 | | | | Psychic Scream (Basic) | | 13 | | | | Zealot (Double), CE | | 14 | | | | Mind Maze (Basic), CE | | D6 | Genestealer | Chaos | Possessed Hiver / Ghast | Ty (Noble Alliance) | Awakened Ogryn | | :-: | ---------------------------- | -------------------------- | ----------------------- | ---------------------------- | ------------------------- | | 1 | Assail (Basic) | Assail (Basic) | Assail (Basic) | Mind Control (Basic) | Iron Arm (Basic), CE | | 2 | Force Blast (Basic) | Scouring (Basic) | Flame Blast (Basic), CE | Terrify (Double) | Body of Flame (Basic), CE | | 3 | Hypnosis (Basic) | Maddening Visions (Basic) | Freeze Time (Double) | Invisibility (Double), CE | Weapon Jinx (Simple) | | 4 | Mind Control (Basic) | Warp Strength (Simple), CE | Weapon Jinx (Simple) | Mental Assault (Basic) | Overcharge (Basic), CE | | 5 | Unbreakable Will (Basic), CE | Dark Shield (Simple) | Quickening (Basic), CE | Hallucinations (Basic) | Crush (Basic) | | 6 | Zealot (Double), CE | Levitation (Basic), CE | Terrify (Double) | Unbreakable Will (Basic), CE | Terrify (Double) | ## Standard ### Concentrate (Basic) If making a Willpower test in their subsequent action, add 1 to the result. ### Maintain Control (Simple) In order to maintain a Continuous Effect, the Psyker must perform this action. Make a Willpower test, adding 3 to the result. If not, the Continuous Effect expires at the start of this fighter’s activation. :::danger House Rule (Necrodamus, A&A) Psykers should have 1 free Maintain Control action at the start of each Activation to make Continuous Effects viable. ::: ## Biomancy ### Focused: Fast Healing During Recovery, roll an extra Injury dice then choose one to discard. ### 1. Arachnosis (Basic), Continuous Effect Clamber, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) & [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### 2. Chameleon (Basic), Continuous Effect -2 modifier when targeted by ranged attacks if this fighter didn't move during its activation. ### 3. Cause Pain (Basic) Target an enemy to suffer an Injury roll: - Within 18". - LOS. - Suffered at least one Wound or Flesh Wound. ### 4. Stop Bleeding (Basic) Target a friendly fighter within 18" and LOS to remove all Flesh Wounds. ### 5. Quickening (Basic), Continuous Effect - +3” Movement. - +1 WS, BS & Initiative (max 2+). ### 6. Iron Arm (Basic), Continuous Effect 5+ save (bonus, unmodifiable by AP) for close combat only. ### 7. Hammerhand (Basic), Continuous Effect Armed with the following melee weapon: - S+2, AP-1, D2, Pulverise. ### 8. Warp Strength (Simple) Continuous Effect +2S and close combat attacks gain +1D. ## Chronomancy ### Focused: Flicker Perform one extra action during the activation (once per battle). ### 1. Freeze Time (Double) All fighters within 12” (friend & foe) may only take a single action when activated this round. ### 2. Suppress Power (Basic) Choose a Wyrd Power from an enemy Psyker within 18" and LOS to be disabled (cannot be used this round). ### 3. Zen Shootist (Basic), Continuous Effect Gain 2+ BS and ignore negative hit modifiers from cover. No effect for Blast or Rapid Fire weapons. ### 4. Walk Through Walls (Double) Placed anywhere within 8" (outside 1" of enemies). ### 5. Mirror Image (Basic) -1 hit modifier when targeted by attacks. Cannot be targeted by Reaction attacks when making Retreat (Basic) actions. Lasts until the End phase. ### 6. Lucky Aura (Basic), Continuous Effect) When targeted by an attack, the enemy must re-roll a successful hit roll (once per round). ## Divination ### Focused: Future Sight Re-roll any dice roll during the activation (once per battle), this can be any number of dice or even a roll made by an enemy fighter. ### 1. Precognition (Special) If part of the gang during when determining the scenario before a battle, choose the scenario (instead of randomizing). The Psyker's gang is automatically the attacker (if the scenario has attacker & defender). If multiple gangs have this power, it has no effect (cancel each other out). ### 2. Foreboding (Double), Continuous Effect Give Overwatch to a friendly fighter within 12" & LOS (including this fighter). ### 3. Misfortune (Basic) An enemy must re-roll a dice roll if within 12" and LOS (once, until the End phase). ### 4. Forewarning (Basic) Ignore the first hit from an attack on a 2+ (until the End phase). ### 5. Warp Whispers (Special) - +1 Crew size. - Re-roll any Reinforcement rolls. - Sentry: This Psyker automatically raises the alarm if finishing a move within 6" of an enemy fighter. ### 6. Visions (Double), Continuous Effect Enemies within 18" reduce the cover by 1 (full → partial, partial → open). ## Pyromancy ### Focused: Fire Shield Immune to Blaze. ### 1. Body of Flame (Basic), Continuous Effect - Ignore hits from weapons with Blaze or Melta. - Enemies ending an activation within 1" suffer a Blaze test. ### 2. Stoke Flames (Basic) Centre a Blast (5") with Blaze on an enemy that is within 18", LOS and already ablaze (does not cause Pinned). ### 3. Wall of Flame (Basic), Continuous Effect Place a Blast (5") with the centre within 12" and LOS. Any fighter starting or ending an activation within the Blast suffers a hit with S3, AP 1, Blaze. ### 4. Flame Blast (Basic), Continuous Effect One equipped weapon gains Blaze. ### 5. Molten Bolt (Basic) Make a ranged attack targeting an enemy fighter within 6" and LOS to inflict a hit with S8, AP-3, D3, Melta. ### 6. Scouring (Basic) Make the following attack: S2, AP-2, D1, Template, Blaze. ### 7. Witchfire (Double) All enemies within 3" suffer the following hit: - S5, AP-1, D2, Blaze. ## Technomancy ### Focused: Techno-affinity Re-roll any Ammo test. ### 1. Weapon Jinx (Simple) Choose a weapon carried by an enemy fighter within 18" and make an Ammo test for it. ### 2. Overcharge (Basic), Continuous Effect One equipped ranged weapon gains +2S, +1D and Unstable. ### 3. Hardening (Basic), Continuous Effect +2 save modifier and -1"M. ### 4. Manipulate Door (Simple) Open or close an unlocked door (anywhere). ### 5. Manipulate Lumens (Double) Enable/disable Pitch Black. ### 6. Crack Lock (Basic) A locked door within 18" becomes unlocked and open. Alternatively, open a loot casket (anywhere) and choose the content (instead of randomizing) ## Telekinesis ### Focused: Fists of Fury Unarmed attacks gain +1 S & D. ### 1. Assail (Basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. ### 2. Crush (Basic) Make a ranged attack against an enemy fighter or obstacle within 12" and LOS. If hit: - Obstacle: Destroyed and removed. - Fighter: Must fail a save roll or suffer an Injury roll. ### 3. Force Field (Basic), Continuous Effect +1 save modifier to all friendly fighters within 3” (including the Psyker). ### 4. Hailstorm (Basic) Make a ranged attack against all fighters (friend & foe) within 12" inflicting a hit with S1. ### 5. Force Blast (Basic) Enemy fighters within 3” are immediately pushed D3+1” directly away. If pushed from a platform or into a pitfall, pass an Initiative test to be placed Prone at the edge. Otherwise they will fall. If pushed into a wall or other impassable terrain, the fighter immediately becomes Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. ### 6. Levitation (Basic), Continuous Effect - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base. ### 7. Dark Shield (Simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. ### 8. Psychic Shockwave (Basic) Make the following ranged attack: 12” Short (+1 hit), 24” Long, S4, AP-1, D2, Concussion, Pulverise, Reckless. ## Telepathy ### Focused: Fearful Aura Enemies declaring a Charge that would result in attacks against this Psyker must pass a Willpower test or end the action before moving. ### 1. Mind Control (Basic), Continuous Effect An enemy fighter within 9" and LOS must make a Shoot (Basic) action (even if already activated this round). Target any eligible fighter from that gang (chosen by the Psyker). ### 2. Terrify (Double) An enemy within 18” and LOS must pass a Nerve test with a -3 modifier or become Broken. ### 3. Invisibility (Double), Continuous Effects - Cannot be targeted by ranged attacks. - This power ends if (for any reason) the Psyker makes any other action than Move (Simple) or Maintain Control (Simple). ### 4. Mental Assault (Basic) Target an enemy within within 12" and LOS. Both the Psyker and the target makes a Willpower test: - The Psyker must pass. - If the target also pass, the Psyker must pass by a greater amount than the target.If successful, the target suffers the following: - Pinned (unless Engaged). - Lose Ready. ### 5. Hallucinations (Basic) An enemy within 12" suffer Insanity. ### 6. Unbreakable Will (Basic), Continuous Effect Use this fighter’s characteristic values when friendly fighters within 9” make Nerve or Willpower tests. ### 7. Mind Lock (Basic) Nominate an enemy fighter within 18” that has not already activated this round. For the rest of this round, that fighter can't activate or take part in a Group Activation. ### 8. Premonition (Simple), Continuous Effect 4+ save (unmodifiable by AP). ### 9. Hypnosis (Basic) An enemy within 9” and LOS (that has not activated this round) can only make a single Move (Simple) action when activated this round. ### 10. Maddening Visions (Basic) Until the End phase of this round, enemies ending an activation within 3” must pass a Willpower test or gain Insanity. ### 11. Psychic Assault (Basic) An enemy fighter within 18” is Pinned and must pass a Willpower test or suffer 1 Damage (if reduced to 0 Wounds, roll an Injury dice as normal). ### 12. Psychic Scream (Basic) Enemy fighters within 3” must pass a Nerve test with a -1 modifier or become Broken. ### 13. Zealout (Double), Continuous Effect Once per turn, when another friendly fighter within 9" makes a Fight (Basic) or Charge (Double) action, any hit rolls of 1 can be re-rolled. ### 14. Mind Maze (Basic), Continuous Effect - An Active enemy fighter within 6" and LOS must pass an Initiative test or become Pinned. - While maintained, that fighter must pass an Intelligence check when activated or apply a -1 hit modifier when attacking (ranged & melee) that activation. :::info Insanity Roll a D6 at the start of each activation:<br /> **1-2:** The fighter is immediately Broken, if already Broken, they flee (even if their gang has not failed a Bottle test).<br /> **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang.<br /> **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity. :::
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# Chems :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Chem Suppliers Chems are bought as single doses and can only be used once. After buying the first item of a specific chem, the gang has found a supplier for that chem, and it now counts as having a Legality/Rarity of Common. After buying chems, roll a 2+ for each type, or the supply has run out (or, more likely, the supplier has been killed!), it is no longer automatically Common and must be bought using the original Legality/Rarity as normal. #### Duration - Lasts for the duration of a single battle (unless otherwise noted). - Can be used before the battle begins, or during the battle by performing the Use Chem (Simple) action. #### Mixing Chems When taking a chem while already under the effect of a different chem, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (including the one just taken), a bad reaction has occurred. Immediately go Out of Action and Into Recovery (no Lasting Injury roll). If multiple chems are taken before the battle, make this test at the start of the first activation. ## List of Chems ### Frenzon Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range. #### After the Battle Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### Ghast Roll a D6:<br /> **1:** Insanity.<br /> **2-5:** A random psychic power.<br /> **6:** Insanity and a random psychic power. <br /> Random psychic power (from this list or any universal discipline):<br /> **1:** Assail (Basic)<br /> **2:** Flame Blast (Basic), Continuous Effect<br /> **3:** Freeze Time (Double)<br /> **4:** Weapon Jinx (Simple)<br /> **5:** Terrify (Double)<br /> **6:** Quickening (Basic), Continuous Effect #### After the Battle Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles. ### Icrotic Slime Pass a characteristic test for each of the following to gain the increase: - +D3” Movement - +D3 Strength - +D3 Toughness - +D3 Initiative - +D3 Attacks - +D3 Cool Reduce the following characteristics (unless already worse): - 10+ Leadership - 10+ Intelligence - 10+ Willpower #### After the Battle Roll 2D6: **2:** Immediately killed.<br /> **3-11:** Into Recovery.<br /> **12:** Suffer a Lasting Injury roll (re-roll 61-66). ### Kalma Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect. ### Obscura Can be given to captives during the Rescue scenario. - D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. - All weapons gain Reckless. A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. #### After the Battle Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### ‘Slaught - 2+ WS - 2+ Initiative - +1 Attack #### After the Battle Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): - 5+ WS - 5+ Initiative - 1 Attack If taking a new dose, the effects are reduced (no bonus to attacks): - 3+ WS - 3+ Initiative Shake the addition by going into Recovery. ### Spur - +2” Movement. - 2+ Initiative In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. ### Stinger Mould Must be used after suffering a Lasting Injury roll (other than Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned). #### After the Battle Alternatively, after the battle, roll a 5+ to remove an existing Lasting Injury. ## Chem Effects <table> <thead> <tr> <th>Type</th> <th>Effect</th> <th>Consequence (after the battle)</th> </tr> </thead> <tbody> <tr> <td>Frenzon</td> <td>Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range.</td> <td>Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>Ghast</td> <td> Roll a D6:<br /> 1: Insanity.<br /> 2-5: A random psychic power.<br /> 6: Insanity and a random psychic power.<br /><br /> Random psychic power (from this list or any universal discipline):<br /> 1: Assail (Basic)<br /> 2: Flame Blast (Basic), Continuous Effect<br /> 3: Freeze Time (Double)<br /> 4: Weapon Jinx (Simple)<br /> 5: Terrify (Double)<br /> 6: Quickening (Basic), Continuous Effect<br /> </td> <td>Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles.</td> </tr> <tr> <td>Icrotic Slime</td> <td> Pass a characteristic test for each of the following to gain the increase: <ul> <li>+D3” Movement</li> <li>+D3 Strength</li> <li>+D3 Toughness</li> <li>+D3 Initiative</li> <li>+D3 Attacks</li> <li>+D3 Cool</li> </ul> Reduce the following characteristics (unless already worse): <ul> <li>10+ Leadership</li> <li>10+ Intelligence</li> <li>10+ Willpower</li> </ul> </td> <td> Roll 2D6: <li>2: Immediately killed.</li> <li>3-11: Into Recovery.</li> <li>12: Suffer a Lasting Injury roll (re-roll 61-66).</li> </td> </tr> <tr> <td>Kalma</td> <td>Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect.</td> <td>None.</td> </tr> <tr> <td>Obscura</td> <td> Can be given to captives during the Rescue scenario. <ul> <li>D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into</li> </ul> B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. <ul> <li>All weapons gain Reckless.</li> </ul> A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. </td> <td>Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>‘Slaught</td> <td> <ul> <li>2+ WS</li> <li>2+ Initiative</li> <li>+1 Attack</li> </ul> </td> <td> Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): <ul> <li>5+ WS</li> <li>5+ Initiative</li> <li>1 Attack</li> <li>If taking a new dose, the effects are reduced (no bonus to attacks):</li> <li>3+ WS</li> <li>3+ Initiative</li> </ul> Shake the addition by going into Recovery. </td> </tr> <tr> <td>Spur</td> <td> <ul> <li>+2” Movement.</li> <li>2+ Initiative</li> </ul> In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. </td> <td>None.</td> </tr> <tr> <td>Stinger Mould</td> <td>Used after suffering a Lasting Injury other than 66 (Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned).</td> <td>Alternatively, it can be used in the in the end of a post-battle sequence to remove an existing Lasting Injury on a 5+.</td> </tr> </tbody> </table>
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# Chems :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Chem Suppliers Chems are bought as single doses and can only be used once. After buying the first item of a specific chem, the gang has found a supplier for that chem, and it now counts as having a Legality/Rarity of Common. After buying chems, roll a 2+ for each type, or the supply has run out (or, more likely, the supplier has been killed!), it is no longer automatically Common and must be bought using the original Legality/Rarity as normal. #### Duration - Lasts for the duration of a single battle (unless otherwise noted). - Can be used before the battle begins, or during the battle by performing the Use Chem (Simple) action. #### Mixing Chems When taking a chem while already under the effect of a different chem, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (including the one just taken), a bad reaction has occurred. Immediately go Out of Action and Into Recovery (no Lasting Injury roll). If multiple chems are taken before the battle, make this test at the start of the first activation. ## List of Chems ### Frenzon Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range. #### After the Battle Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### Ghast Roll a D6:<br /> **1:** Insanity.<br /> **2-5:** A random psychic power.<br /> **6:** Insanity and a random psychic power. <br /> Random psychic power (from this list or any universal discipline):<br /> **1:** Assail (Basic)<br /> **2:** Flame Blast (Basic), Continuous Effect<br /> **3:** Freeze Time (Double)<br /> **4:** Weapon Jinx (Simple)<br /> **5:** Terrify (Double)<br /> **6:** Quickening (Basic), Continuous Effect #### After the Battle Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles. ### Icrotic Slime Pass a characteristic test for each of the following to gain the increase: - +D3” Movement - +D3 Strength - +D3 Toughness - +D3 Initiative - +D3 Attacks - +D3 Cool Reduce the following characteristics (unless already worse): - 10+ Leadership - 10+ Intelligence - 10+ Willpower #### After the Battle Roll 2D6: **2:** Immediately killed.<br /> **3-11:** Into Recovery.<br /> **12:** Suffer a Lasting Injury roll (re-roll 61-66). ### Kalma Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect. ### Obscura Can be given to captives during the Rescue scenario. - D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. - All weapons gain Reckless. A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. #### After the Battle Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### ‘Slaught - 2+ WS - 2+ Initiative - +1 Attack #### After the Battle Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): - 5+ WS - 5+ Initiative - 1 Attack If taking a new dose, the effects are reduced (no bonus to attacks): - 3+ WS - 3+ Initiative Shake the addition by going into Recovery. ### Spur - +2” Movement. - 2+ Initiative In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. ### Stinger Mould Must be used after suffering a Lasting Injury roll (other than Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned). #### After the Battle Alternatively, after the battle, roll a 5+ to remove an existing Lasting Injury. ## Chem Effects <table> <thead> <tr> <th>Type</th> <th>Effect</th> <th>Consequence (after the battle)</th> </tr> </thead> <tbody> <tr> <td>Frenzon</td> <td>Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range.</td> <td>Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>Ghast</td> <td> Roll a D6:<br /> 1: Insanity.<br /> 2-5: A random psychic power.<br /> 6: Insanity and a random psychic power.<br /><br /> Random psychic power (from this list or any universal discipline):<br /> 1: Assail (Basic)<br /> 2: Flame Blast (Basic), Continuous Effect<br /> 3: Freeze Time (Double)<br /> 4: Weapon Jinx (Simple)<br /> 5: Terrify (Double)<br /> 6: Quickening (Basic), Continuous Effect<br /> </td> <td>Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles.</td> </tr> <tr> <td>Icrotic Slime</td> <td> Pass a characteristic test for each of the following to gain the increase: <ul> <li>+D3” Movement</li> <li>+D3 Strength</li> <li>+D3 Toughness</li> <li>+D3 Initiative</li> <li>+D3 Attacks</li> <li>+D3 Cool</li> </ul> Reduce the following characteristics (unless already worse): <ul> <li>10+ Leadership</li> <li>10+ Intelligence</li> <li>10+ Willpower</li> </ul> </td> <td> Roll 2D6: <li>2: Immediately killed.</li> <li>3-11: Into Recovery.</li> <li>12: Suffer a Lasting Injury roll (re-roll 61-66).</li> </td> </tr> <tr> <td>Kalma</td> <td>Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect.</td> <td>None.</td> </tr> <tr> <td>Obscura</td> <td> Can be given to captives during the Rescue scenario. <ul> <li>D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into</li> </ul> B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. <ul> <li>All weapons gain Reckless.</li> </ul> A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. </td> <td>Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>‘Slaught</td> <td> <ul> <li>2+ WS</li> <li>2+ Initiative</li> <li>+1 Attack</li> </ul> </td> <td> Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): <ul> <li>5+ WS</li> <li>5+ Initiative</li> <li>1 Attack</li> <li>If taking a new dose, the effects are reduced (no bonus to attacks):</li> <li>3+ WS</li> <li>3+ Initiative</li> </ul> Shake the addition by going into Recovery. </td> </tr> <tr> <td>Spur</td> <td> <ul> <li>+2” Movement.</li> <li>2+ Initiative</li> </ul> In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. </td> <td>None.</td> </tr> <tr> <td>Stinger Mould</td> <td>Used after suffering a Lasting Injury other than 66 (Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned).</td> <td>Alternatively, it can be used in the in the end of a post-battle sequence to remove an existing Lasting Injury on a 5+.</td> </tr> </tbody> </table>
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```handlebars You can structure your code here and then use the input or output template to retrieve("get" helper) the processed data, enhancing readability. ``` *** This input template is currently disabled due to the 'disabledProvider' setting being set to true. If you wish to utilize this template with a provider, such as Chatbot or another service, please follow these steps: - Enable the provider by setting 'disabledProvider' to false. - Cut and paste everything from the output template into this section. - Replace the content in the output template with '{{output}}'. - Remember to delete this instruction text. *** {{notice "listening.."}} {{#script}} ```js const OPENAI_API_KEY = plugin.getApiKeys().openAIChat; async function sendAudioForTranscription(blob) { const formData = new FormData(); formData.append('file', blob, 'audio.webm'); formData.append('model', 'whisper-1'); try { const response = await fetch('https://api.openai.com/v1/audio/transcriptions', { method: 'POST', headers: { 'Authorization': `Bearer ${OPENAI_API_KEY}`, }, body: formData }); const jsonResponse = await response.json(); if ("text" in jsonResponse) return updateTranscription(jsonResponse.text); } catch (err) { console.error('Error transcribing audio:', err); new Notice('Error transcribing audio'); await stopTranscription(); } } async function shouldSendAudio(blob) { return new Promise((resolve, reject) => { let audioContext = new AudioContext(options); let reader = new FileReader(); reader.onload = async () => { try { let arrayBuffer = reader.result; let audioBuffer = await audioContext.decodeAudioData(arrayBuffer); let rawData = audioBuffer.getChannelData(0); // Get data of the first channel let blockSize = Math.floor(rawData.length / 100); // Divide into 100 blocks let filteredData = []; for (let i = 0; i < 100; i++) { let blockStart = blockSize * i; let sum = 0; for (let j = 0; j < blockSize; j++) { sum += Math.abs(rawData[blockStart + j]); } filteredData.push(sum / blockSize); } let threshold = 0.01; // Define your threshold for silence here let average = filteredData.reduce((a, b) => a + b) / filteredData.length; resolve(average >= threshold); } catch (err) { return false; } }; reader.readAsArrayBuffer(blob); }); } let mediaRecorder; // Global declaration of mediaRecorder let audioChunks = []; // Global declaration of audioChunks const options = { mimeType: "audio/webm" }; const startingTime = new Date(); async function stopTranscription() { if (mediaRecorder) { mediaRecorder.pause(); mediaRecorder.stop(); // Stop the media recorder mediaRecorder = null; // Clear the mediaRecorder reference audioChunks = []; new Notice('Live transcription stopped'); } else { new Notice('No active transcription to stop'); } } function checkPassedTime() { // Calculate the time 10 seconds ago const tenSecondsAgo = new Date(startingTime.getTime() + 10 * 1000); // 10 seconds * 1000 milliseconds // Check if the current time has passed 10 seconds return new Date() > tenSecondsAgo; } function startTranscription() { return new Promise(async (resolve) => { if (!navigator.mediaDevices) { new Notice('Media devices not supported'); return; } const stream = await navigator.mediaDevices.getUserMedia({ audio: true }); try { const redefineMediaRecorder = () => { mediaRecorder = new MediaRecorder(stream, options); mediaRecorder.ondataavailable = onData; mediaRecorder.onerror = async (err) => { new Notice('mediaRecorder: ' + err.message); console.error('mediaRecorder: ', err); await stopTranscription(); } mediaRecorder.start(5000); // Adjust the timeslice to control chunk size } redefineMediaRecorder() async function onData(e) { if (checkPassedTime()) return await stopTranscription(); try { audioChunks.push(e.data); if (await shouldSendAudio(e.data)) { mediaRecorder.pause(); mediaRecorder.stop(); // redefineMediaRecorder(); console.log("should send: ", e.data) const combinedAudioBlob = new Blob(audioChunks, { 'type': 'audio/webm' }); await sendAudioForTranscription(combinedAudioBlob); audioChunks = []; // Reset audioChunks after sending resolve(res); } else { console.log("shouldn't send audio", e) } } catch (err) { new Notice('mediaRecorder(onDataAvailable): ' + err.message); console.error('mediaRecorder(onDataAvailable): ', err); await stopTranscription(); } } } catch (err) { new Notice('Failed to start transcription: ' + err.message); await stopTranscription(); } }) } let res = ""; function updateTranscription(text) { res += text; console.log(text) } return await startTranscription() ``` {{/script}}
Unknown
🗞️TTS listen
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
['TTS']
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
listen to user reading
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
tts_listen
Noureddine
0.0.1
True
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
```handlebars You can structure your code here and then use the input or output template to retrieve("get" helper) the processed data, enhancing readability. ``` *** This input template is currently disabled due to the 'disabledProvider' setting being set to true. If you wish to utilize this template with a provider, such as Chatbot or another service, please follow these steps: - Enable the provider by setting 'disabledProvider' to false. - Cut and paste everything from the output template into this section. - Replace the content in the output template with '{{output}}'. - Remember to delete this instruction text. *** {{notice "listening.."}} {{#script}} ```js const OPENAI_API_KEY = plugin.getApiKeys().openAIChat; async function sendAudioForTranscription(blob) { const formData = new FormData(); formData.append('file', blob, 'audio.webm'); formData.append('model', 'whisper-1'); try { const response = await fetch('https://api.openai.com/v1/audio/transcriptions', { method: 'POST', headers: { 'Authorization': `Bearer ${OPENAI_API_KEY}`, }, body: formData }); const jsonResponse = await response.json(); if ("text" in jsonResponse) return updateTranscription(jsonResponse.text); } catch (err) { console.error('Error transcribing audio:', err); new Notice('Error transcribing audio'); await stopTranscription(); } } async function shouldSendAudio(blob) { return new Promise((resolve, reject) => { let audioContext = new AudioContext(options); let reader = new FileReader(); reader.onload = async () => { try { let arrayBuffer = reader.result; let audioBuffer = await audioContext.decodeAudioData(arrayBuffer); let rawData = audioBuffer.getChannelData(0); // Get data of the first channel let blockSize = Math.floor(rawData.length / 100); // Divide into 100 blocks let filteredData = []; for (let i = 0; i < 100; i++) { let blockStart = blockSize * i; let sum = 0; for (let j = 0; j < blockSize; j++) { sum += Math.abs(rawData[blockStart + j]); } filteredData.push(sum / blockSize); } let threshold = 0.01; // Define your threshold for silence here let average = filteredData.reduce((a, b) => a + b) / filteredData.length; resolve(average >= threshold); } catch (err) { return false; } }; reader.readAsArrayBuffer(blob); }); } let mediaRecorder; // Global declaration of mediaRecorder let audioChunks = []; // Global declaration of audioChunks const options = { mimeType: "audio/webm" }; const startingTime = new Date(); async function stopTranscription() { if (mediaRecorder) { mediaRecorder.pause(); mediaRecorder.stop(); // Stop the media recorder mediaRecorder = null; // Clear the mediaRecorder reference audioChunks = []; new Notice('Live transcription stopped'); } else { new Notice('No active transcription to stop'); } } function checkPassedTime() { // Calculate the time 10 seconds ago const tenSecondsAgo = new Date(startingTime.getTime() + 10 * 1000); // 10 seconds * 1000 milliseconds // Check if the current time has passed 10 seconds return new Date() > tenSecondsAgo; } function startTranscription() { return new Promise(async (resolve) => { if (!navigator.mediaDevices) { new Notice('Media devices not supported'); return; } const stream = await navigator.mediaDevices.getUserMedia({ audio: true }); try { const redefineMediaRecorder = () => { mediaRecorder = new MediaRecorder(stream, options); mediaRecorder.ondataavailable = onData; mediaRecorder.onerror = async (err) => { new Notice('mediaRecorder: ' + err.message); console.error('mediaRecorder: ', err); await stopTranscription(); } mediaRecorder.start(5000); // Adjust the timeslice to control chunk size } redefineMediaRecorder() async function onData(e) { if (checkPassedTime()) return await stopTranscription(); try { audioChunks.push(e.data); if (await shouldSendAudio(e.data)) { mediaRecorder.pause(); mediaRecorder.stop(); // redefineMediaRecorder(); console.log("should send: ", e.data) const combinedAudioBlob = new Blob(audioChunks, { 'type': 'audio/webm' }); await sendAudioForTranscription(combinedAudioBlob); audioChunks = []; // Reset audioChunks after sending resolve(res); } else { console.log("shouldn't send audio", e) } } catch (err) { new Notice('mediaRecorder(onDataAvailable): ' + err.message); console.error('mediaRecorder(onDataAvailable): ', err); await stopTranscription(); } } } catch (err) { new Notice('Failed to start transcription: ' + err.message); await stopTranscription(); } }) } let res = ""; function updateTranscription(text) { res += text; console.log(text) } return await startTranscription() ``` {{/script}}
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
{ "attention_mask": [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ] ], "input_ids": [ [ 128000, 74694, 8355, 25995, 198, 2675, 649, 6070, 701, 2082, 1618, 323, 1243, 1005, 279, 1988, 477, 2612, 3896, 311, 17622, 446, 456, 1, 13438, 8, 279, 15590, 828, 11, 47594, 92594, 627, 14196, 4077, 34184, 2028, 1988, 3896, 374, 5131, 8552, 4245, 311, 279, 364, 12246, 5290, 6, 6376, 1694, 743, 311, 837, 382, 2746, 499, 6562, 311, 29166, 420, 3896, 449, 264, 9287, 11, 1778, 439, 13149, 6465, 477, 2500, 2532, 11, 4587, 1833, 1521, 7504, 512, 12, 19078, 279, 9287, 555, 6376, 364, 12246, 5290, 6, 311, 905, 627, 12, 20223, 323, 25982, 4395, 505, 279, 2612, 3896, 1139, 420, 3857, 627, 12, 30658, 279, 2262, 304, 279, 2612, 3896, 449, 43642, 3081, 3500, 24482, 12, 20474, 311, 3783, 420, 7754, 1495, 627, 46906, 3052, 24467, 330, 75919, 497, 96742, 3052, 2, 2334, 11498, 74694, 2580, 271, 1040, 30941, 15836, 11669, 6738, 284, 9183, 673, 6700, 9026, 1020, 2569, 15836, 16047, 401, 7847, 734, 3708, 15097, 2520, 3246, 1479, 69038, 8, 341, 262, 738, 29077, 284, 502, 47693, 545, 262, 29077, 2102, 493, 1213, 518, 24295, 11, 364, 17152, 6545, 76, 1177, 262, 29077, 2102, 493, 2590, 518, 364, 1336, 28470, 12, 16, 3840, 262, 1456, 341, 286, 738, 2077, 284, 2597, 7963, 493, 2485, 1129, 2113, 5949, 2192, 916, 5574, 16, 72347, 81221, 25712, 518, 341, 310, 1749, 25, 364, 3019, 756, 310, 7247, 25, 341, 394, 364, 18616, 1232, 1595, 27497, 3654, 32033, 15836, 11669, 6738, 28348, 310, 1173, 310, 2547, 25, 29077, 198, 286, 1657, 286, 738, 91565, 284, 2597, 2077, 4421, 545, 286, 422, 3573, 1342, 1, 304, 91565, 8, 471, 2713, 3246, 1479, 9488, 2647, 2858, 629, 262, 335, 2339, 320, 618, 8, 341, 286, 2393, 4517, 493, 1480, 1380, 44631, 7855, 17898, 1886, 317, 286, 502, 25773, 493, 1480, 1380, 44631, 7855, 1177, 286, 2597, 3009, 3246, 1479, 545, 262, 457, 633, 7847, 734, 1288, 11764, 15097, 69038, 8, 341, 262, 471, 502, 7451, 1209, 17775, 11, 8007, 8, 591, 341, 286, 1095, 7855, 2014, 284, 502, 12632, 2014, 12349, 317, 286, 1095, 6742, 284, 502, 41833, 1454, 286, 6742, 36973, 284, 3393, 1754, 591, 341, 310, 1456, 341, 394, 1095, 1358, 4187, 284, 6742, 12342, 280, 394, 1095, 7855, 4187, 284, 2597, 7855, 2014, 16301, 15097, 1061, 6238, 4187, 629, 394, 1095, 84260, 284, 7855, 4187, 100161, 1061, 7, 15, 1237, 443, 2175, 828, 315, 279, 1176, 5613, 198, 394, 1095, 65278, 284, 4242, 13185, 23269, 1061, 1996, 611, 220, 1041, 1237, 443, 64002, 1139, 220, 1041, 10215, 198, 394, 1095, 18797, 1061, 284, 15799, 394, 369, 320, 1169, 602, 284, 220, 15, 26, 602, 366, 220, 1041, 26, 602, 2516, 341, 504, 1095, 2565, 3563, 284, 65278, 353, 602, 280, 504, 1095, 2694, 284, 220, 15, 401, 504, 369, 320, 1169, 503, 284, 220, 15, 26, 503, 366, 65278, 26, 503, 2516, 341, 667, 2694, 1447, 4242, 14914, 23269, 1061, 84013, 3563, 489, 503, 2622, 504, 557, 504, 18797, 1061, 2615, 20292, 611, 65278, 317, 394, 557, 394, 1095, 12447, 284, 220, 15, 13, 1721, 26, 443, 19127, 701, 12447, 369 ] ] }
306
424
### 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 - 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
8
1
0
3
1
30
R9
['[[blast]]', '[[limited]]']
-1
-1
5+
5
['Sawn-Off 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
### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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### Flare A model hit by a weapon with the Flare trait, or who is touched by a Blast marker fired from a weapon with the Flare trait, is Revealed if the battlefield is in darkness (see [[Pitch Black]]). If a weapon has both the Flare trait and the Blast (X") trait, after determining where the Blast marker ends up, leave it in place. In the End phase, roll a D6. On a 4+, the flare goes out and the marker is removed, otherwise it remains in play. While the Blast marker is on the battlefield, all models touched by it are Revealed.
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['weapon-effects', 'rules']
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A model hit by a weapon with the Flare trait, or who istouched by a Blast marker fired from a weapon with theFlare trait, is Revealed if the battlefield is in darkness(see Pitch Black). If a weapon has boththe Flare trait and the Blast (X") trait, after determiningwhere the Blast marker ends up, leave it in place.In the End phase, roll a D6. On a 4+, the flare goesout and the marker is removed, otherwise it remainsin play. While the Blast marker is on the battlefield, allmodels touched by it are Revealed.
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### Flare A model hit by a weapon with the Flare trait, or who is touched by a Blast marker fired from a weapon with the Flare trait, is Revealed if the battlefield is in darkness (see [[Pitch Black]]). If a weapon has both the Flare trait and the Blast (X") trait, after determining where the Blast marker ends up, leave it in place. In the End phase, roll a D6. On a 4+, the flare goes out and the marker is removed, otherwise it remains in play. While the Blast marker is on the battlefield, all models touched by it are Revealed.
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# Gang Equipment Be it extra stashes of ammo, booby traps to guard their territory, or strange robotic sentinels to act as bodyguards and sentries, gangs employ many types of equipment. This section covers just a few. ### Ammo Cache **60 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ Ammo caches are added to the gang’s Stash, instead of being carried by a particular fighter. Immediately after the last of the fighters in the crew is set up at the start of a battle, the controlling player can choose to set up any ammo caches from their Stash. If the scenario has an attacker and a defender, and this gang is defending, roll a D6 for each of their ammo caches: - On a 1-4, they were not expecting the attackers and the caches cannot be used. - On a 5 or 6, they are lucky enough to have them to hand. Each ammo cache must be set up within 1" of one of their fighters, and within their deployment zone if the scenario has one. It is then deleted from the gang’s Stash. During the battle, ammo caches follow the rules given in [Scenario Rules: Ammo Cache](/docs/battlefield-setup/scenario-rules#ammo-cache). ### Booby Traps (Frag, Gas & Melta) **Frag – 20 Credits** **Gas – 40 Credits – Rare (8)** **Melta – 50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ A booby trap is represented by a marker placed upon the battlefield at the start of the battle, after the battlefield has been set up but before deploying any fighters. If both gangs possess and wish to use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first. If any model, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting the booby trap off. Roll a D6. On a 1, the booby trap is a dud and is removed from the battlefield. On a 2 or 3, the booby trap does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered and will explode. The profiles for booby traps can be found in [Armoury: Booby Traps](/docs/armoury/booby-traps). The movement of a moving model is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If the booby trap does go off, and the model is Pinned, Injured, Wrecked or Stalled as a result, their movement ends. Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6: - On a 1-2, it is unaffected. - On a 3-4, it is immediately triggered. - On a 5-6, it is disarmed and removed. ### Isotropic Fuel Rod **60 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ Power is life down in the underhive, keeping the lights on, running water stills and allowing for the cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement, and the foundation for a burgeoning community. A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up the Isotropic Fuel Rod, so it should be deleted from the gang roster, and permanently changes the Territory. ### Mung Vase **2d6x10 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Mung vases are extraordinarily rare collectors objects. Few hivers know where the exquisite vases originate, only that they can be worth astronomical sums of money to the right people. This knowledge is widespread enough that over the centuries, Necromunda has become flooded with millions of fake Mung vases, ranging from crudely fashioned knock-offs that wouldn’t fool a blind sump-farmer, to exceptional facsimiles that are works of art in their own right._ A Mung Vase is a type of Status Item. However unlike other Status Items, rather than being given to a Leader or Champion to carry, the Mung Vase is kept in the gang’s Stash. When a gang in possession of a Mung Vase recruits a Hired Gun, they can reduce the Hire Gun’s cost by D6x10 credits, to a minimum of 10 credits. The vase is shown off as an example of the gang’s wealth and success, and the Hired Gun believes that agreeing to a reduced fee now will earn them favour with this potentially prosperous employer. There is, however, a chance the Hired Gun will simply try to steal the vase when they leave! After a battle in which a Mung Vase was used to reduce the hiring cost of a Hired Gun, roll a D6. On a 1, both the Hired Gun and the vase disappear, never to be seen again. In the post-battle sequence of any battle, a gang can sell the vase. If they do, roll a D6 on the Mung Vase table to see what it is worth (players should resist the temptation to roll on this table unless their gang is attempting to sell a Mung Vase – you don’t need to know your vase is a fake, ignorance is bliss!). #### Mung Vase Table | D6 | Type | Effect | | :-: | :---------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Dismal Fake | A truly sad knock-off. The vase nets the gang D3x5 credits. | | 2-3 | Passable Fake | A nice conversation piece. The vase nets the gang D6x10 credits. | | 4-5 | Impressive Fake | A fine example of the counterfeiters’ art. The vase nets the gang D6x20 credits. | | 6 | Outstanding Fake? | Make an Intelligence test for the gang Leader. If they fail, count this result as an Impressive Fake. If they pass, they realise what they have just in time – add D6x50 to the gang’s Stash. | Finally, if the gang Leader is killed and removed fromthe gang roster, the vase is lost too – no one else in the gang knows where the vase has been kept hidden!
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2024-06-13 20:34:24.508078
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# Gang Equipment Be it extra stashes of ammo, booby traps to guard their territory, or strange robotic sentinels to act as bodyguards and sentries, gangs employ many types of equipment. This section covers just a few. ### Ammo Cache **60 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ Ammo caches are added to the gang’s Stash, instead of being carried by a particular fighter. Immediately after the last of the fighters in the crew is set up at the start of a battle, the controlling player can choose to set up any ammo caches from their Stash. If the scenario has an attacker and a defender, and this gang is defending, roll a D6 for each of their ammo caches: - On a 1-4, they were not expecting the attackers and the caches cannot be used. - On a 5 or 6, they are lucky enough to have them to hand. Each ammo cache must be set up within 1" of one of their fighters, and within their deployment zone if the scenario has one. It is then deleted from the gang’s Stash. During the battle, ammo caches follow the rules given in [Scenario Rules: Ammo Cache](/docs/battlefield-setup/scenario-rules#ammo-cache). ### Booby Traps (Frag, Gas & Melta) **Frag – 20 Credits** **Gas – 40 Credits – Rare (8)** **Melta – 50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ A booby trap is represented by a marker placed upon the battlefield at the start of the battle, after the battlefield has been set up but before deploying any fighters. If both gangs possess and wish to use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first. If any model, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting the booby trap off. Roll a D6. On a 1, the booby trap is a dud and is removed from the battlefield. On a 2 or 3, the booby trap does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered and will explode. The profiles for booby traps can be found in [Armoury: Booby Traps](/docs/armoury/booby-traps). The movement of a moving model is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If the booby trap does go off, and the model is Pinned, Injured, Wrecked or Stalled as a result, their movement ends. Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6: - On a 1-2, it is unaffected. - On a 3-4, it is immediately triggered. - On a 5-6, it is disarmed and removed. ### Isotropic Fuel Rod **60 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ Power is life down in the underhive, keeping the lights on, running water stills and allowing for the cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement, and the foundation for a burgeoning community. A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up the Isotropic Fuel Rod, so it should be deleted from the gang roster, and permanently changes the Territory. ### Mung Vase **2d6x10 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Mung vases are extraordinarily rare collectors objects. Few hivers know where the exquisite vases originate, only that they can be worth astronomical sums of money to the right people. This knowledge is widespread enough that over the centuries, Necromunda has become flooded with millions of fake Mung vases, ranging from crudely fashioned knock-offs that wouldn’t fool a blind sump-farmer, to exceptional facsimiles that are works of art in their own right._ A Mung Vase is a type of Status Item. However unlike other Status Items, rather than being given to a Leader or Champion to carry, the Mung Vase is kept in the gang’s Stash. When a gang in possession of a Mung Vase recruits a Hired Gun, they can reduce the Hire Gun’s cost by D6x10 credits, to a minimum of 10 credits. The vase is shown off as an example of the gang’s wealth and success, and the Hired Gun believes that agreeing to a reduced fee now will earn them favour with this potentially prosperous employer. There is, however, a chance the Hired Gun will simply try to steal the vase when they leave! After a battle in which a Mung Vase was used to reduce the hiring cost of a Hired Gun, roll a D6. On a 1, both the Hired Gun and the vase disappear, never to be seen again. In the post-battle sequence of any battle, a gang can sell the vase. If they do, roll a D6 on the Mung Vase table to see what it is worth (players should resist the temptation to roll on this table unless their gang is attempting to sell a Mung Vase – you don’t need to know your vase is a fake, ignorance is bliss!). #### Mung Vase Table | D6 | Type | Effect | | :-: | :---------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Dismal Fake | A truly sad knock-off. The vase nets the gang D3x5 credits. | | 2-3 | Passable Fake | A nice conversation piece. The vase nets the gang D6x10 credits. | | 4-5 | Impressive Fake | A fine example of the counterfeiters’ art. The vase nets the gang D6x20 credits. | | 6 | Outstanding Fake? | Make an Intelligence test for the gang Leader. If they fail, count this result as an Impressive Fake. If they pass, they realise what they have just in time – add D6x50 to the gang’s Stash. | Finally, if the gang Leader is killed and removed fromthe gang roster, the vase is lost too – no one else in the gang knows where the vase has been kept hidden!
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Gang Details ## Leader Here is the leader of this Orlock gang: type: Gang Leader subtype: Orlock name: Kaelos "The Unyielding" Blackwood faction: House Orlock movement: 6" weapon-skill: 3+ ballistic-skill: 2+ strength: 4 toughness: 5 wounds: 1 initiative: 4 attacks: 2 leadership: 4 cool: 3 willpower: 2 intelligence: 1 Equipment: * Autopistol with 10 rounds of ammunition * Chainsword with a reinforced grip and enhanced cutting power * Medkit with basic medical supplies * Smoke Launcher (2 shots remaining) * Wargear: Heavy-Grav Boots, allowing for improved movement in low-gravity environments Skills: * Gang Leader (4+): Kaelos has exceptional leadership skills, able to rally his gang members and coordinate attacks effectively. * Medik (3+): Kaelos is trained in basic medical procedures, able to stabilize wounds and treat minor injuries. * Fighter (2+): Kaelos is a skilled fighter, able to take down opponents with his Autopistol and Chainsword. Armor: * Power Armor: Kaelos wears a set of lightly armored power armor, providing additional protection against enemy attacks. The armor has 3 wounds remaining before it becomes damaged. As the leader of this Orlock gang, Kaelos "The Unyielding" Blackwood is a formidable opponent on the battlefield. His exceptional leadership skills allow him to rally his gang members and coordinate attacks effectively, while his Medik and Fighter skills make him a versatile fighter. With his Autopistol and Chainsword at hand, Kaelos is ready to take on any enemy that dares to challenge House Orlock's dominance in Sector 4. ## Champions Here is the champion of this Orlock gang: type: Gang Leader subtype: Orlock name: Kaelin "The Butcher" Vashin faction: House Orlock movement: 6" weapon-skill: +3 ballistic-skill: +2 strength: 4 toughness: 5 wounds: 1 initiative: 4 attacks: 2 leadership: +2 cool: 3 willpower: 4 intelligence: 2 Equipment: * Chainsword (primary weapon) * Autopistol (secondary weapon) * Medik's kit (for healing and repairing equipment) Skills: * Combat Specialist (+1 to weapon-skill) * Leader (+1 to leadership) * Medik (+1 to willpower and intelligence) Abilities: * Unyielding: +1 to initiative when charging * Butcher's Blade: +1 to strength when using Chainsword As the leader of this Orlock gang, Kaelin "The Butcher" Vashin is a formidable opponent on the battlefield. With her Chainsword and Autopistol, she can take down enemies with precision and ferocity. Her leadership skills allow her to rally her gang and coordinate their attacks effectively. What would you like to do next? A) Continue the counter-attack with Kaelin and Grimjack B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead ## Gangers Here is the ganger: **Grimjack "The Unyielding"** type: Fighter subtype: Leader name: Grimjack faction: Orlock movement: 6" weapon-skill: +2 ballistic-skill: +1 strength: 4 toughness: 3 wounds: 0 initiative: 5 attacks: 2 leadership: +1 cool: 4 willpower: 3 intelligence: 1 **Equipment:** * Autopistol (basic) * Chainsword (heavy) * Medik's Kit (basic) **Skills:** * Leadership (+1) * Melee (+2) * Ballistic (+1) **Armor:** * Leather Jacket ( basic, +1 toughness) As the leader of this Orlock gang, Grimjack is a seasoned fighter with a strong reputation for being unyielding in combat. He excels at close range with his Chainsword and has moderate skills with his Autopistol. His leadership abilities allow him to rally his gang members and improve their morale. Please note that these stats are just examples and can be adjusted according to your preferences or the specific ruleset you're using. Here is the ganger: type: Fighter subtype: Heavy name: Grimjack "The Unyielding" faction: Orlock movement: 3" weapon-skill: 4+ ballistic-skill: 5+ strength: 4 toughness: 5 wounds: 1 initiative: 2 attacks: 2 leadership: 3 cool: 4 willpower: 3 intelligence: 2 Equipment: * Autopistol with Silencer and High-Capacity Magazine * Chainsword with Razor-Sharp Blade and Combat Knife * Medkit for Self-Healing * Kevlar Armor with Helmet and Shoulder Pads Skills: * Basic Training (Expert) * Close Combat (Skilled) * Shooting (Specialist) Notes: As the leader of this Orlock gang, Grimjack is a formidable fighter who excels in close combat and shooting. His Autopistol is equipped with a silencer to reduce noise and his Chainsword is razor-sharp for taking down enemies up close. He also has a Medkit to self-heal during battles. ## Juves Here is the juve ganger role for this Orlock gang: **type:** Juve **subtype:** Enforcer **name:** Valtor "The Kid" **faction:** House Orlock **movement:** 4" **weapon-skill:** 30 **ballistic-skill:** 20 **strength:** 3 **toughness:** 5 **wounds:** 1 **initiative:** 15 **attacks:** 2 **leadership:** 10 **cool:** 25 **willpower:** 20 **intelligence:** 15 **Equipment:** * Autopistol (basic) * Chainsword (basic) * Medkit ( basic) * Combat Boots (basic) **Skills:** * Basic: +1 to Ballistic Skill, +1 to Initiative * Special: +2 to Close Combat, +1 to Leadership **Armor:** * Power Armor (basic): 3+ armor save, -1 to Strength and Toughness tests Valtor "The Kid" is a young and ambitious juve ganger who has just joined the Orlock gang. He's eager to prove himself and make a name for himself in the underhive. As an Enforcer, he specializes in close combat and is well-versed in using his Autopistol and Chainsword to take down enemies. As a juve, Valtor is still learning the ropes and has some limitations compared to more experienced gangers. However, he's got a lot of potential and is eager to prove himself on the battlefield. # Gang Goals Let's get back to the battle at hand. As you decide to launch a counter-attack against the Goliath forces, I roll a dice for you: `dice: 1d6` The result is... **4**! With this roll, your gang gains an initial advantage in the counter-attack. Your fighters, Grimjack "The Unyielding" and Kaelin "The Butcher", move forward aggressively, taking cover behind nearby crates and debris. Grimjack takes aim with his trusty Autopistol, firing a few shots at the Goliath forces to try and pin them down. Meanwhile, Kaelin readies her Chainsword, preparing to charge into melee combat if needed. The enemy gang, however, is not easily intimidated. Grimgold Ironfist, their leader, rallies his retinue and begins to push back against your gang's counter-attack. As the leader of this Orlock gang, you have several goals that drive your actions: **Primary Goal:** Secure control of Sector 4's mineral deposits for House Orlock. These valuable resources will help fuel your gang's growth and expansion in the underhive. **Secondary Goals:** 1. Eliminate Grimgold Ironfist, leader of the Goliath forces, to weaken their resistance and clear the way for your gang's expansion. 2. Capture key strategic locations within Sector 4, such as abandoned factories or fortified strongpoints, to establish a foothold and deter rival gangs. What would you like to do next? A) Continue the counter-attack with Grimjack and Kaelin B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead # Gang Stronghold Let's get back to the battle at hand. **Gang Stronghold:** The House of Orlock's stronghold is the imposing fortress-city of Hive Primus, a testament to their unyielding spirit and unwavering dedication to the underhive. This ancient structure has been the seat of Orlock power for generations, its labyrinthine tunnels and chambers home to countless secrets and mysteries. **Gang Description:** The House of Orlock is a noble and proud clan of miners and warriors who have long dominated the underhive. With their stronghold in Hive Primus, they control the flow of precious minerals and resources, using their wealth and influence to shape the fate of the hive. The Orlocks are known for their unwavering loyalty, unshakeable resolve, and unmatched ferocity in combat. **Current Situation:** You're currently in the midst of a fierce battle against the House of Goliath, who are seeking to claim control of the valuable mineral deposits in Sector 4. Your gang has managed to hold off the initial assault, but you know that reinforcements will be arriving soon. As the leader of an Orlock gang, I decide to: A) Launch a counter-attack against the Goliath forces I want to take the initiative and push back against Grimgold Ironfist and his gang. With my two fighters, Grimjack "The Unyielding" and Kaelin "The Butcher", we can try to outmaneuver the enemy and gain an advantage. Please roll a dice for me: `dice: 1d6` (The result is... **4**!) # Gang Description Let me expand on the description for your Orlock gang: **Leader (You):** As the leader of an Orlock gang, you're a natural-born fighter with a reputation for being fearless and unyielding. Your name is whispered in awe by the miners and workers in Hive Primus, who know that when you lead a charge into battle, victory is all but certain. **Grimjack "The Unyielding":** Your first fighter, Grimjack, is a grizzled veteran of the underhive's darkest corners. He's fought countless battles against rival gangs, mutants, and even the occasional lost explorer who wandered too far from the safety of Hive Primus. His Autopistol is his trusty sidearm, and he knows how to use it to devastating effect. **Kaelin "The Butcher":** Your second fighter, Kaelin, is a butcher-turned-fighter who's traded in her cleaver for a Chainsword. She's as ruthless on the battlefield as she was in the slaughterhouse, cutting down enemies with precision and efficiency. Her reputation precedes her, striking fear into the hearts of those who dare oppose her. **Elara "The Healer":** Your Medik, Elara, is a skilled nurse and medic who's seen her share of battles. She's as comfortable patching up wounded gangers as she is reviving them with adrenaline shots. Her medical bag is filled with all manner of bandages, stim-packs, and other wargear that can turn the tide of battle in your favor. Now that we have a better understanding of your Orlock gang, what would you like to do next? A) Continue the counter-attack with Grimjack and Kaelin B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead
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Gang Details ## Leader Here is the leader of this Orlock gang: type: Gang Leader subtype: Orlock name: Kaelos "The Unyielding" Blackwood faction: House Orlock movement: 6" weapon-skill: 3+ ballistic-skill: 2+ strength: 4 toughness: 5 wounds: 1 initiative: 4 attacks: 2 leadership: 4 cool: 3 willpower: 2 intelligence: 1 Equipment: * Autopistol with 10 rounds of ammunition * Chainsword with a reinforced grip and enhanced cutting power * Medkit with basic medical supplies * Smoke Launcher (2 shots remaining) * Wargear: Heavy-Grav Boots, allowing for improved movement in low-gravity environments Skills: * Gang Leader (4+): Kaelos has exceptional leadership skills, able to rally his gang members and coordinate attacks effectively. * Medik (3+): Kaelos is trained in basic medical procedures, able to stabilize wounds and treat minor injuries. * Fighter (2+): Kaelos is a skilled fighter, able to take down opponents with his Autopistol and Chainsword. Armor: * Power Armor: Kaelos wears a set of lightly armored power armor, providing additional protection against enemy attacks. The armor has 3 wounds remaining before it becomes damaged. As the leader of this Orlock gang, Kaelos "The Unyielding" Blackwood is a formidable opponent on the battlefield. His exceptional leadership skills allow him to rally his gang members and coordinate attacks effectively, while his Medik and Fighter skills make him a versatile fighter. With his Autopistol and Chainsword at hand, Kaelos is ready to take on any enemy that dares to challenge House Orlock's dominance in Sector 4. ## Champions Here is the champion of this Orlock gang: type: Gang Leader subtype: Orlock name: Kaelin "The Butcher" Vashin faction: House Orlock movement: 6" weapon-skill: +3 ballistic-skill: +2 strength: 4 toughness: 5 wounds: 1 initiative: 4 attacks: 2 leadership: +2 cool: 3 willpower: 4 intelligence: 2 Equipment: * Chainsword (primary weapon) * Autopistol (secondary weapon) * Medik's kit (for healing and repairing equipment) Skills: * Combat Specialist (+1 to weapon-skill) * Leader (+1 to leadership) * Medik (+1 to willpower and intelligence) Abilities: * Unyielding: +1 to initiative when charging * Butcher's Blade: +1 to strength when using Chainsword As the leader of this Orlock gang, Kaelin "The Butcher" Vashin is a formidable opponent on the battlefield. With her Chainsword and Autopistol, she can take down enemies with precision and ferocity. Her leadership skills allow her to rally her gang and coordinate their attacks effectively. What would you like to do next? A) Continue the counter-attack with Kaelin and Grimjack B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead ## Gangers Here is the ganger: **Grimjack "The Unyielding"** type: Fighter subtype: Leader name: Grimjack faction: Orlock movement: 6" weapon-skill: +2 ballistic-skill: +1 strength: 4 toughness: 3 wounds: 0 initiative: 5 attacks: 2 leadership: +1 cool: 4 willpower: 3 intelligence: 1 **Equipment:** * Autopistol (basic) * Chainsword (heavy) * Medik's Kit (basic) **Skills:** * Leadership (+1) * Melee (+2) * Ballistic (+1) **Armor:** * Leather Jacket ( basic, +1 toughness) As the leader of this Orlock gang, Grimjack is a seasoned fighter with a strong reputation for being unyielding in combat. He excels at close range with his Chainsword and has moderate skills with his Autopistol. His leadership abilities allow him to rally his gang members and improve their morale. Please note that these stats are just examples and can be adjusted according to your preferences or the specific ruleset you're using. Here is the ganger: type: Fighter subtype: Heavy name: Grimjack "The Unyielding" faction: Orlock movement: 3" weapon-skill: 4+ ballistic-skill: 5+ strength: 4 toughness: 5 wounds: 1 initiative: 2 attacks: 2 leadership: 3 cool: 4 willpower: 3 intelligence: 2 Equipment: * Autopistol with Silencer and High-Capacity Magazine * Chainsword with Razor-Sharp Blade and Combat Knife * Medkit for Self-Healing * Kevlar Armor with Helmet and Shoulder Pads Skills: * Basic Training (Expert) * Close Combat (Skilled) * Shooting (Specialist) Notes: As the leader of this Orlock gang, Grimjack is a formidable fighter who excels in close combat and shooting. His Autopistol is equipped with a silencer to reduce noise and his Chainsword is razor-sharp for taking down enemies up close. He also has a Medkit to self-heal during battles. ## Juves Here is the juve ganger role for this Orlock gang: **type:** Juve **subtype:** Enforcer **name:** Valtor "The Kid" **faction:** House Orlock **movement:** 4" **weapon-skill:** 30 **ballistic-skill:** 20 **strength:** 3 **toughness:** 5 **wounds:** 1 **initiative:** 15 **attacks:** 2 **leadership:** 10 **cool:** 25 **willpower:** 20 **intelligence:** 15 **Equipment:** * Autopistol (basic) * Chainsword (basic) * Medkit ( basic) * Combat Boots (basic) **Skills:** * Basic: +1 to Ballistic Skill, +1 to Initiative * Special: +2 to Close Combat, +1 to Leadership **Armor:** * Power Armor (basic): 3+ armor save, -1 to Strength and Toughness tests Valtor "The Kid" is a young and ambitious juve ganger who has just joined the Orlock gang. He's eager to prove himself and make a name for himself in the underhive. As an Enforcer, he specializes in close combat and is well-versed in using his Autopistol and Chainsword to take down enemies. As a juve, Valtor is still learning the ropes and has some limitations compared to more experienced gangers. However, he's got a lot of potential and is eager to prove himself on the battlefield. # Gang Goals Let's get back to the battle at hand. As you decide to launch a counter-attack against the Goliath forces, I roll a dice for you: `dice: 1d6` The result is... **4**! With this roll, your gang gains an initial advantage in the counter-attack. Your fighters, Grimjack "The Unyielding" and Kaelin "The Butcher", move forward aggressively, taking cover behind nearby crates and debris. Grimjack takes aim with his trusty Autopistol, firing a few shots at the Goliath forces to try and pin them down. Meanwhile, Kaelin readies her Chainsword, preparing to charge into melee combat if needed. The enemy gang, however, is not easily intimidated. Grimgold Ironfist, their leader, rallies his retinue and begins to push back against your gang's counter-attack. As the leader of this Orlock gang, you have several goals that drive your actions: **Primary Goal:** Secure control of Sector 4's mineral deposits for House Orlock. These valuable resources will help fuel your gang's growth and expansion in the underhive. **Secondary Goals:** 1. Eliminate Grimgold Ironfist, leader of the Goliath forces, to weaken their resistance and clear the way for your gang's expansion. 2. Capture key strategic locations within Sector 4, such as abandoned factories or fortified strongpoints, to establish a foothold and deter rival gangs. What would you like to do next? A) Continue the counter-attack with Grimjack and Kaelin B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead # Gang Stronghold Let's get back to the battle at hand. **Gang Stronghold:** The House of Orlock's stronghold is the imposing fortress-city of Hive Primus, a testament to their unyielding spirit and unwavering dedication to the underhive. This ancient structure has been the seat of Orlock power for generations, its labyrinthine tunnels and chambers home to countless secrets and mysteries. **Gang Description:** The House of Orlock is a noble and proud clan of miners and warriors who have long dominated the underhive. With their stronghold in Hive Primus, they control the flow of precious minerals and resources, using their wealth and influence to shape the fate of the hive. The Orlocks are known for their unwavering loyalty, unshakeable resolve, and unmatched ferocity in combat. **Current Situation:** You're currently in the midst of a fierce battle against the House of Goliath, who are seeking to claim control of the valuable mineral deposits in Sector 4. Your gang has managed to hold off the initial assault, but you know that reinforcements will be arriving soon. As the leader of an Orlock gang, I decide to: A) Launch a counter-attack against the Goliath forces I want to take the initiative and push back against Grimgold Ironfist and his gang. With my two fighters, Grimjack "The Unyielding" and Kaelin "The Butcher", we can try to outmaneuver the enemy and gain an advantage. Please roll a dice for me: `dice: 1d6` (The result is... **4**!) # Gang Description Let me expand on the description for your Orlock gang: **Leader (You):** As the leader of an Orlock gang, you're a natural-born fighter with a reputation for being fearless and unyielding. Your name is whispered in awe by the miners and workers in Hive Primus, who know that when you lead a charge into battle, victory is all but certain. **Grimjack "The Unyielding":** Your first fighter, Grimjack, is a grizzled veteran of the underhive's darkest corners. He's fought countless battles against rival gangs, mutants, and even the occasional lost explorer who wandered too far from the safety of Hive Primus. His Autopistol is his trusty sidearm, and he knows how to use it to devastating effect. **Kaelin "The Butcher":** Your second fighter, Kaelin, is a butcher-turned-fighter who's traded in her cleaver for a Chainsword. She's as ruthless on the battlefield as she was in the slaughterhouse, cutting down enemies with precision and efficiency. Her reputation precedes her, striking fear into the hearts of those who dare oppose her. **Elara "The Healer":** Your Medik, Elara, is a skilled nurse and medic who's seen her share of battles. She's as comfortable patching up wounded gangers as she is reviving them with adrenaline shots. Her medical bag is filled with all manner of bandages, stim-packs, and other wargear that can turn the tide of battle in your favor. Now that we have a better understanding of your Orlock gang, what would you like to do next? A) Continue the counter-attack with Grimjack and Kaelin B) Try to outmaneuver the enemy gang and flank them C) Focus on securing key defensive positions and preparing for the next wave of attackers D) Use your Medik's skills to heal and prepare your gang for the battle ahead
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# Territories _Source: Necromunda Core Rulebook (2023)_ All Territories in a Dominion Campaign are unique, and the gangs that hold them will benefit from them in many ways. As a result, competition for certain Territories can become very intense as a campaign progresses. This section gives an overview of what each Territory represents and details the bonuses the Territory grants to the gang that holds it. All gangs possess a Settlement Territory they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s hideout. ## Territory Boons Each Territory grants the gang that controls it a benefit called a Boon. This Boon might be income, an additional gang member, an increase in Reputation, a piece of rare or unique equipment or a special rule. A gang receives the benefits of a Territory’s Boon so long as it holds that Territory. Once the Territory is lost to another gang, the Boon is lost. ### Income If a Territory provides income for the gang that controls it, the gang adds the amount of credits shown to their Stash when generating income after all battles, including the battle in which it was won. ### Recruit Some Territories grant gangs new fighters, Hired Guns or Hangers-on as recruits to the gang. These recruits incur no cost to recruit but do add to the Gang Rating and Wealth value. Any gang fighter recruited from the gang’s House List has no cost to recruit, but any equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. Any Hired Gun recruited as a Boon has no cost, and will remain with the gang for as long as they control the Territory that grants the Boon. Any Hanger-on recruited as a Boon does not count towards the maximum number of Hangers-on the gang may normally have, may be recruited without meeting the normal Reputation requirement and remains with the gang for as long as they control the Territory that grants the boon. ### Equipment The gang adds the listed equipment type to its Stash. It is gained in the Post-battle Actions step of the post-battle sequence, immediately after the battle in which the Territory was won and can be distributed amongst eligible fighters during the next step of the same post-battle sequence. The equipment can never be sold or traded and if the Territory is ever lost, then so is the equipment as it can no longer be maintained without the expertise present within the Territory. ### Reputation The gang’s Reputation is increased by the listed value as a direct result of ownership of that Territory. If they lose control of the Territory, the bonus is lost. ### Special The Boon grants a unique benefit to the gang that holds the Territory. The benefit follows the rules listed in the relevant entry for the Territory. If the Territory is ever lost then so is the benefit. ### Enhanced Boons Some Territories are more important to gangs from a particular House – an Escher gang might be able to grudgingly sift some valuables from a Refuse Drift, but to a Cawdor gang the same refuse pile is a hoard of hidden relics. Many Territories grant gangs of a named House one or more Enhanced Boons, listed below the Territory Boons for each of the Territories detailed on the following pages. If the Enhanced Boon is of the same type as the standard Territory Boon (Income, Recruit, Equipment, Reputation or Special) then it replaces the standard Territory Boon. _For example, the Gambling Den Territory grants two Territory Boons: Reputation and Income. If it is controlled by a Delaque gang, however, they will benefit from two Enhanced Boons: Reputation and Special. This means that a Delaque gang controlling the Gambling Den Territory replaces the standard Reputation Boon with the Enhanced Reputation Boon and gains the Special Boon._ The remaining standard Territory Boons listed for a Territory are gained as normal by the gang controlling that Territory, regardless of any Enhanced Boons, meaning the Delaque gang in the example above would still benefit from the Income Territory Boon as well as the Reputation and Special Enhanced Boons. ### Gaining And Controlling Territories The gaining of Territory is at the heart of a Dominion Campaign. Territory is gained by winning a battle that has a Territory at stake. The only other way of gaining a Territory is if two players agree to trade one in exchange for a Captive.
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# Territories _Source: Necromunda Core Rulebook (2023)_ All Territories in a Dominion Campaign are unique, and the gangs that hold them will benefit from them in many ways. As a result, competition for certain Territories can become very intense as a campaign progresses. This section gives an overview of what each Territory represents and details the bonuses the Territory grants to the gang that holds it. All gangs possess a Settlement Territory they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s hideout. ## Territory Boons Each Territory grants the gang that controls it a benefit called a Boon. This Boon might be income, an additional gang member, an increase in Reputation, a piece of rare or unique equipment or a special rule. A gang receives the benefits of a Territory’s Boon so long as it holds that Territory. Once the Territory is lost to another gang, the Boon is lost. ### Income If a Territory provides income for the gang that controls it, the gang adds the amount of credits shown to their Stash when generating income after all battles, including the battle in which it was won. ### Recruit Some Territories grant gangs new fighters, Hired Guns or Hangers-on as recruits to the gang. These recruits incur no cost to recruit but do add to the Gang Rating and Wealth value. Any gang fighter recruited from the gang’s House List has no cost to recruit, but any equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. Any Hired Gun recruited as a Boon has no cost, and will remain with the gang for as long as they control the Territory that grants the Boon. Any Hanger-on recruited as a Boon does not count towards the maximum number of Hangers-on the gang may normally have, may be recruited without meeting the normal Reputation requirement and remains with the gang for as long as they control the Territory that grants the boon. ### Equipment The gang adds the listed equipment type to its Stash. It is gained in the Post-battle Actions step of the post-battle sequence, immediately after the battle in which the Territory was won and can be distributed amongst eligible fighters during the next step of the same post-battle sequence. The equipment can never be sold or traded and if the Territory is ever lost, then so is the equipment as it can no longer be maintained without the expertise present within the Territory. ### Reputation The gang’s Reputation is increased by the listed value as a direct result of ownership of that Territory. If they lose control of the Territory, the bonus is lost. ### Special The Boon grants a unique benefit to the gang that holds the Territory. The benefit follows the rules listed in the relevant entry for the Territory. If the Territory is ever lost then so is the benefit. ### Enhanced Boons Some Territories are more important to gangs from a particular House – an Escher gang might be able to grudgingly sift some valuables from a Refuse Drift, but to a Cawdor gang the same refuse pile is a hoard of hidden relics. Many Territories grant gangs of a named House one or more Enhanced Boons, listed below the Territory Boons for each of the Territories detailed on the following pages. If the Enhanced Boon is of the same type as the standard Territory Boon (Income, Recruit, Equipment, Reputation or Special) then it replaces the standard Territory Boon. _For example, the Gambling Den Territory grants two Territory Boons: Reputation and Income. If it is controlled by a Delaque gang, however, they will benefit from two Enhanced Boons: Reputation and Special. This means that a Delaque gang controlling the Gambling Den Territory replaces the standard Reputation Boon with the Enhanced Reputation Boon and gains the Special Boon._ The remaining standard Territory Boons listed for a Territory are gained as normal by the gang controlling that Territory, regardless of any Enhanced Boons, meaning the Delaque gang in the example above would still benefit from the Income Territory Boon as well as the Reputation and Special Enhanced Boons. ### Gaining And Controlling Territories The gaining of Territory is at the heart of a Dominion Campaign. Territory is gained by winning a battle that has a Territory at stake. The only other way of gaining a Territory is if two players agree to trade one in exchange for a Captive.
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# Conditions :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: A fighter may be subject to several Conditions at the same time. Some conditions, in particular Out of Ammo, may apply specifically to a weapon the fighter carries rather than the fighter themselves. Any in-game effect that results in a marker being placed on a fighter should be considered a Condition. Vehicles are not affected by conditions unless otherwise noted. Normally vehicles are only affected by the following: - Blaze. - Blind. - Broken. - Concussion. - Insanity. - Hidden/Revealed (Pitch Black). ### Blaze When activated after being hit by a Blaze weapon with a successful Blaze roll (4+): 1. **Suffer a hit** - Suffer a Strength 3, AP -1, Damage 1 hit 2. **Move**<br /> - If Engaged or Seriously Injured, no move is made. Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. **Roll to put out flames** - Roll a D6 with the following modifiers: - +2 if Pinned. - +1 per friendly Active fighters within 1”. - On a 6+, the flames go out. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Blind Models hit by a Flash weapon with a failed Initiative/Handling test: - If not Ready, do not become Ready at the start of the following round. - If Ready, lose Ready. - Reaction attacks only hit on a 6+ (before modifiers). - No other attacks can be made until the next activation. ### Broken A result of failing a Nerve test or some cases of Insanity. Can't perform any actions other than Running for Cover (Double) and if Engaged may only make Reaction attacks with a -2 modifier. Make a Running for Cover (Double) action in every activation. Broken fighters may be rallied in the End phase (Cool test with a +1 modifier for each friendly fighter within 3” that is not Broken or Seriously Injured). ### Concussion When hit by a Concussion weapon:-2 Initiative/Handling (minimum 6+) when hit until the end of the round. ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1”). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Hidden/Revealed Related to the Pitch Black special rule. Vehicles: Become Revealed when moving. ### Insane Many situations can lead to temporary insanity. When activating, roll a D6: - **1-2:** Immediately become Broken. Flee if already Broken (even if the gang has not failed a Bottle test). - **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. - **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Intoxicated Normally a result of Take A Swig (Simple) action in combination with a bottle of Second Best or Wild Snake. For each token, remove a Flesh Wound and roll a D6 for the effect. ### Out of Ammo The Ammo symbol on the Firepower dice requires a fighter to make an immediate Ammo test for that weapon. If failed, it is now Out of Ammo and can't be used until reloaded. _YAQ: If weapons with multiple profiles run out of ammo, Scarce & Limited traits only apply when running out of ammo while using the corresponding profile. Weapons with both ranged and melee profiles can only run out of ammo for the profiles that can actually run out of ammo. Profiles with an Ammo characteristic of “-” can't run out of ammo._ ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all fighters become readied. After activating during the Action phase, they are no longer Ready and may (normally) not be activated again this round. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). ### Webbed If wounded by a Web weapon, automatically become Webbed (no save roll or injury roll). Treated as Seriously Injured. Roll for Recovery during the End phase, with the following exceptions: - Flesh Wound: No longer webbed (but apply the Flesh Wound). - Seriously Injured: Still webbed. - Out of Action: No Lasting Injury roll (Out Cold). After the battle, Webbed fighters don't succumb to their injuries and automatically recover. Each Webbed enemy fighter is added to those eligible for capture and grants a +1 modifier to the capture roll.
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# Conditions :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: A fighter may be subject to several Conditions at the same time. Some conditions, in particular Out of Ammo, may apply specifically to a weapon the fighter carries rather than the fighter themselves. Any in-game effect that results in a marker being placed on a fighter should be considered a Condition. Vehicles are not affected by conditions unless otherwise noted. Normally vehicles are only affected by the following: - Blaze. - Blind. - Broken. - Concussion. - Insanity. - Hidden/Revealed (Pitch Black). ### Blaze When activated after being hit by a Blaze weapon with a successful Blaze roll (4+): 1. **Suffer a hit** - Suffer a Strength 3, AP -1, Damage 1 hit 2. **Move**<br /> - If Engaged or Seriously Injured, no move is made. Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. **Roll to put out flames** - Roll a D6 with the following modifiers: - +2 if Pinned. - +1 per friendly Active fighters within 1”. - On a 6+, the flames go out. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Blind Models hit by a Flash weapon with a failed Initiative/Handling test: - If not Ready, do not become Ready at the start of the following round. - If Ready, lose Ready. - Reaction attacks only hit on a 6+ (before modifiers). - No other attacks can be made until the next activation. ### Broken A result of failing a Nerve test or some cases of Insanity. Can't perform any actions other than Running for Cover (Double) and if Engaged may only make Reaction attacks with a -2 modifier. Make a Running for Cover (Double) action in every activation. Broken fighters may be rallied in the End phase (Cool test with a +1 modifier for each friendly fighter within 3” that is not Broken or Seriously Injured). ### Concussion When hit by a Concussion weapon:-2 Initiative/Handling (minimum 6+) when hit until the end of the round. ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1”). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Hidden/Revealed Related to the Pitch Black special rule. Vehicles: Become Revealed when moving. ### Insane Many situations can lead to temporary insanity. When activating, roll a D6: - **1-2:** Immediately become Broken. Flee if already Broken (even if the gang has not failed a Bottle test). - **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. - **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Intoxicated Normally a result of Take A Swig (Simple) action in combination with a bottle of Second Best or Wild Snake. For each token, remove a Flesh Wound and roll a D6 for the effect. ### Out of Ammo The Ammo symbol on the Firepower dice requires a fighter to make an immediate Ammo test for that weapon. If failed, it is now Out of Ammo and can't be used until reloaded. _YAQ: If weapons with multiple profiles run out of ammo, Scarce & Limited traits only apply when running out of ammo while using the corresponding profile. Weapons with both ranged and melee profiles can only run out of ammo for the profiles that can actually run out of ammo. Profiles with an Ammo characteristic of “-” can't run out of ammo._ ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all fighters become readied. After activating during the Action phase, they are no longer Ready and may (normally) not be activated again this round. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). ### Webbed If wounded by a Web weapon, automatically become Webbed (no save roll or injury roll). Treated as Seriously Injured. Roll for Recovery during the End phase, with the following exceptions: - Flesh Wound: No longer webbed (but apply the Flesh Wound). - Seriously Injured: Still webbed. - Out of Action: No Lasting Injury roll (Out Cold). After the battle, Webbed fighters don't succumb to their injuries and automatically recover. Each Webbed enemy fighter is added to those eligible for capture and grants a +1 modifier to the capture roll.
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# 108. The Great Rig Robbery _"Escort Epsilon-Gamma come in, we are under attack, requesting immediate back-up. Repeat: Escort Epsilon-Gamma…"_ \- Hark Gruner, Cargo-8 Ridgehauler Driver, Guild of Coin In this scenario, two gangs fight over a lone cargo hauler, trying to claim its riches before its escorts turn up. **Source: Necromunda: Book of the Outlands additional scenarios (Warhammer Community)** ## Battlefield Standard (Ash Wastes & Rolling Roads) with the following exceptions: - Mark a road (6"-8" wide) along the centre of the battlefield. - No terrain can be placed on the road. - Place a large vehicle (High Value Cargo) in the centre of the battlefield, facing directly towards the Leading Edge. ## Crews - Custom (7). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (Starting crew cost): +1 random per 100 credits. ## Deployment The deployment zones are 6" from each opposite battlefield edge (not Trailing or Leading Edge). The winner of a roll-off chooses one side (not Trailing or Leading Edge), the loser has the opposite side. Alternate placing the crew one model at a time, starting with the gang that won the roll-off. ## Rolling Roads Open sides: Models moving off the sides are Left Behind (can Rejoin later). #### High Speed Pursuit _This scenario happens at high speed with the High Value Cargo attempting to shake off both gangs. _ During the Move Battlefield step of the Rolling Roads phase, any vehicles that have at least half of the Leading Edge within the front vision arc are not moved towards the Trailing Edge with the rest of the battlefield. This may result in those vehicles colliding with other models or terrain (resolved as normal). #### Implacable Advance Note that the High Value Cargo remains on the centre of the battlefield (cannot be moved). #### Clear Road No terrain can be placed on the road. ## High Value Cargo _Both gangs are trying to loot what they can from a passing vehicle before its escorts arrive. The High Value Cargo attempts to shake off both gangs while voxxing in for support._ Use a large vehicle (for example the Ridgehauler) as the main objective for this battle: - Cannot be targeted by attacks. - Remains on the centre of the battlefield (cannot be moved). - Treated as solid terrain. - Fighters within 1" can spend a Basic action (Loot Cargo) and pass an Intelligence test to gain 1 Cargo point. #### Escort Incoming Starting on the 3rd round (and each subsequent round), roll a D6 + Round number. If the result is 9+, this is the last round of the battle (before the escort arrives and the gangs scatter). ## Ending the Battle The battle ends if any of the following are true: - High Value Cargo's escorts arrive. - Max 1 gang has models remaining (at the end of a round). ## Victory The gang with the most Cargo points is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 per Cargo point. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for gaining at least one Cargo point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Ash Wastes Scenario', 'Vehicles', 'Rolling Roads', 'Ash Wastes']
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# 108. The Great Rig Robbery _"Escort Epsilon-Gamma come in, we are under attack, requesting immediate back-up. Repeat: Escort Epsilon-Gamma…"_ \- Hark Gruner, Cargo-8 Ridgehauler Driver, Guild of Coin In this scenario, two gangs fight over a lone cargo hauler, trying to claim its riches before its escorts turn up. **Source: Necromunda: Book of the Outlands additional scenarios (Warhammer Community)** ## Battlefield Standard (Ash Wastes & Rolling Roads) with the following exceptions: - Mark a road (6"-8" wide) along the centre of the battlefield. - No terrain can be placed on the road. - Place a large vehicle (High Value Cargo) in the centre of the battlefield, facing directly towards the Leading Edge. ## Crews - Custom (7). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (Starting crew cost): +1 random per 100 credits. ## Deployment The deployment zones are 6" from each opposite battlefield edge (not Trailing or Leading Edge). The winner of a roll-off chooses one side (not Trailing or Leading Edge), the loser has the opposite side. Alternate placing the crew one model at a time, starting with the gang that won the roll-off. ## Rolling Roads Open sides: Models moving off the sides are Left Behind (can Rejoin later). #### High Speed Pursuit _This scenario happens at high speed with the High Value Cargo attempting to shake off both gangs. _ During the Move Battlefield step of the Rolling Roads phase, any vehicles that have at least half of the Leading Edge within the front vision arc are not moved towards the Trailing Edge with the rest of the battlefield. This may result in those vehicles colliding with other models or terrain (resolved as normal). #### Implacable Advance Note that the High Value Cargo remains on the centre of the battlefield (cannot be moved). #### Clear Road No terrain can be placed on the road. ## High Value Cargo _Both gangs are trying to loot what they can from a passing vehicle before its escorts arrive. The High Value Cargo attempts to shake off both gangs while voxxing in for support._ Use a large vehicle (for example the Ridgehauler) as the main objective for this battle: - Cannot be targeted by attacks. - Remains on the centre of the battlefield (cannot be moved). - Treated as solid terrain. - Fighters within 1" can spend a Basic action (Loot Cargo) and pass an Intelligence test to gain 1 Cargo point. #### Escort Incoming Starting on the 3rd round (and each subsequent round), roll a D6 + Round number. If the result is 9+, this is the last round of the battle (before the escort arrives and the gangs scatter). ## Ending the Battle The battle ends if any of the following are true: - High Value Cargo's escorts arrive. - Max 1 gang has models remaining (at the end of a round). ## Victory The gang with the most Cargo points is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 per Cargo point. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for gaining at least one Cargo point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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# Gang-Specific Skills | D6 | Piety<br />House Cawdor | Obfuscation<br />House Delaque | Finesse<br />House Escher | Muscle<br /> House Goliath | Bravado<br />House Orlock | Tech <br />House Van Saar | | :-: | :---------------------: | :----------------------------: | :-----------------------------------------------------------------------------------------: | :------------------------: | :-----------------------: | ------------------------- | | 1 | Lord of the Rats | Faceless | [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic) | Fists of Steel | Big Brother | Cold & Calculating | | 2 | Scavenger's Eye | Psi-touched | Combat Focus | Iron Man | Bring it on! | Gadgeteer | | 3 | Blazing Faith | Take Down | Combat Virtuoso | Immovable Stance | Guilder Contacts | Mental Mastery | | 4 | Unshakable Conviction | Rumour-monger | Hit & Run | Naaargah! | King Hit | Photonic Engineer | | 5 | Devotional Frenzy | Fake Out | Lightning Reflexes | Unleash the Beast | Shotgun Savant | Rad-phaged | | 6 | Restless Faith | Doppelganger | Somersault | Walk It Off | Steady Hands | Weaponsmith | | D6 | Palanite Drill<br />Palanite Enforcers | Savagery<br /> Corpse Grinder Cult | Wastelands<br />Ash Wastes Nomads | Wisdom of the Ancients<br />Ironhead Squat Prospectors | | :-: | :------------------------------------: | :--------------------------------: | :-------------------------------: | :----------------------------------------------------: | | 1 | Got Your Six | Avatar of Blood | Born of the Wastes | Where There's Scrap, There's Creds! | | 2 | Helmar's Justice | Bloodlust | Stormwalker | Nobody Pushes Kin Around | | 3 | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | Chemical Bonds Never Break | | 4 | Restraint Protocols | Frenzy | Beast Handler | Dependable Like Kin | | 5 | Team Work | Killing Blow | Ever Vigilant | Stubborn to the Last | | 6 | Threat Response | Slaughterborn | Bring it Down | There's Always Another Secret | ## Piety _Source: House of Faith_ ### 1. Lord of the Rats Friendly Juve (or Prospect) fighters that are within 12" of this fighter and can draw line of sight to them may apply a +2 modifier to their Cool checks and Willpower checks. Rats, including Necromunda Rats, Bomb Delivery Rats and any rats that feature in a battle due to a scenario or environment special rule, that end their movement within 3" of the fighter are immediately moved by the smallest amount possible so they are at least 3" away from the fighter. ### 2. Scavenger's Eye During any scenario that features loot markers, scrap or any kind of harvested goods that are then transformed into credits at the end of the battle, the fighter’s gang may add an additional +1 to the dice roll for determining their worth. For example, if a scenario called for the gathering of loot and each loot marker held by the gang at the end of the battle was worth D3x10 credits, then each one would grant the fighter’s gang (D3+1)x10 credits. ### 3. Blazing Faith Should this fighter ever become subject to the Blaze condition, they may continue to act normally rather than acting as determined by the Trait and the condition – though they may still suffer damage each time they activate as normal. In addition, this fighter ignores the effects of the Insanity condition. ### 4. Unshakable Conviction This fighter may make reaction attacks while Seriously Injured and cannot be the target of a Coup De Grace (Simple) action. In addition, whilst Seriously Injured this fighter may perform the Flock Together (Double) action: **Flock Together (Double):** This fighter may move a distance equal to their Movement characteristic plus D3", provided they move directly towards a friendly House Cawdor fighter. ### 5. Devotional Frenzy When this fighter is activated, their controlling player may declare they will use this skill. Until the start of their next activation, improve their Weapon Skill, Cool, Leadership and Willpower characteristics by D3, rolling separately for each characteristic. At the end of their activation, the fighter immediately suffers an automatic Damage 1 hit which cannot be saved. Devotional Frenzy can only be declared once per round. ### 6. Restless Faith During the Choose Crew step of the pre-battle sequence, this fighter may be taken out of Recovery (see the Necromunda Rulebook) and included in the deck of available fighters. If this is done and the fighter takes part in the battle, they begin the battle with a single Flesh Wound. ## Obfuscation _Source: House of Shadows_ ### 1. Faceless From the start of each round until after this fighter has activated, enemy fighters must pass a Willpower check to target them with a ranged attack, or place a Blast marker so that it is touching their base. If the check is failed, the enemy fighter may choose another target. ### 2. Psi-touched The fighter may re-roll Willpower checks when attempting to activate Wyrd Powers or to resist them. When visiting the Black Market as part of the postbattle sequence, the fighter may always choose to purchase Ghast without the need to make an Availability roll. ### 3. Take Down When this fighter takes an enemy fighter Out of Action, place that enemy fighter to one side. At the end of the battle, if this fighter’s gang has won the scenario, then instead of using the normal method for determining if enemy fighters are captured, roll a D6 for each enemy fighter that was taken Out of Action and placed aside by this fighter. On a 4+, this fighter has the choice of automatically capturing that enemy fighter. As normal, a gang cannot capture more than a single fighter after a battle. ### 4. Rumour-monger The fighter can perform the Despicable Rumours postbattle action during the post-battle actions step of the post-battle sequence: **Despicable Rumours:** Make an Intelligence check for the fighter. If they pass, reduce the Reputation of the gang(s) they just faced by D3 and increase the Reputation of this fighter’s own gang by an equal amount. ### 5. Fake Out When making the roll to determine the scenario during the pre-battle sequence, this fighter’s gang may roll three D6 rather than the usual two. One of these dice (chosen by the player) must be discarded. ### 6. Doppelganger During the Select Crews step of the pre-battle sequence, this fighter’s gang may attempt to include an extra fighter than normally allowed by the scenario. Have the leader of the enemy gang make an Intelligence check. If they fail, this fighter’s gang may include one extra fighter in their starting crew. ## Finesse _Source: House of Blades_ ### 1. Acrobatic While this fighter is Active, they may ignore enemy fighters when making a Move (Simple) action or a Charge (Double) action. In effect, this allows them to move over other fighters. Note that they must still adhere to the 1" rule once their movement is complete. This fighter may also cross any barricade or linear terrain feature up to 2" high without a reduction in movement. ### 2. Combat Focus For every enemy fighter either Out of Action or Seriously Injured, place a token on this fighter’s Fighter card. This fighter adds 1 to their Willpower and Cool checks for each token on their Fighter card. Note that a result of 2 for either a Willpower or Cool check is still a failure regardless of modifiers. ### 3. Combat Virtuoso Any chainswords, fighting knives, power knives, power swords, stiletto knives and stiletto swords wielded by this fighter gain the Versatile trait with a Long range equal to this fighter’s Strength characteristic. ### 4. Hit & Run After making a Charge (Double) action, this fighter may make a Retreat (Basic) action for free before their opponent makes any reaction attacks. Note that even if the Retreat action is unsuccessful, this fighter’s opponent may only make reaction attacks once. ### 5. Lightning Reflexes When this fighter is Engaged by an enemy fighter, this fighter may attempt to make a Retreat (Basic) action for free before the enemy fighter makes any attacks or additional actions. Whether or not the Retreat action was successful, this fighter may only use this skill once per round. Note that if this fighter has a Ready marker, they may still activate as normal. ### 6. Somersault This fighter gains the ability to perform the Somersault (Basic) action while they are Standing and Active: **Somersault (Basic):** Place the fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that the fighter must still adhere to the 1" rule when being placed. Using this action does not count as moving for the purposes of effects that are triggered by movement and for the firing of weapons with the Unwieldy trait. ## Muscle _Source: House of Chains_ ### 1. Fists of Steel Unarmed attacks made by this fighter count as having a Strength 2 higher than normal and inflict 2 damage. ### 2. Iron Man This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal. ### 3. Immovable Stance This fighter may perform the Tank (Double) action during their activation: **Tank (Double):** Until the start of this fighter’s next activation, this fighter increases their armour save by 2 to a maximum of 2+ and cannot be moved from their current location by any skills such as Hurl or Overseer, or any weapon traits such as Knockback or Drag, nor can they be Pinned. ### 4. Naaargah! During this fighter’s activation they may attempt to perform a third action after completing their first two. Roll a D6. If the dice roll is equal to or less than their Toughness then they perform the action. If the roll is greater than their Toughness, or is a 6, their activation ends immediately. Whether or not they were successful, when their activation ends, this fighter is automatically Pinned (this Pinning cannot be negated by skills such as [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel)). ### 5. Unleash the Beast This fighter may perform the Flex (Simple) action while they are Active and Engaged: **Flex (Simple):** All fighters (friend or foe) in base contact with this fighter must pass a Strength check or be pushed D3" directly away from this fighter, stopping only if they come into contact with another fighter or an impassable terrain feature. If there are multiple enemies being pushed, the player controlling this fighter chooses in which order they are moved. ### 6. Walk It Off Should this fighter perform two or more Move (Simple) actions during their activation, they can make a Toughness check at the end of their activation. If this check is passed, this fighter may recover one lost Wound or discard a single Flesh Wound. ## Bravado _Source: House of Iron_ ### 1. Big Brother Whilst this fighter is Standing and Active, any friendly fighter with the Gang Fighter (X) special rule that is within 9" and line of sight of this fighter may use this fighter’s Cool characteristic for Nerve tests instead of their own. ### 2. Bring it on! The fighter gains the ability to make the Issue Challenge (Basic) action: **Issue Challenge (Basic):** Choose an enemy fighter within 12". Until the end of this round, or until the chosen fighter is attacked by a friendly fighter, they must make a Willpower check if they wish to make a ranged or close combat attack that targets any fighter other than the fighter who issued the challenge (fighters that have been challenged ignore the normal rules for target priority as detailed in the Necromunda Rulebook). ### 3. Guilder Contacts Any Bounty Hunters and Hive Scum hired by this fighter’s gang will reduce their hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired. ### 4. King Hit When making an unarmed attack this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If they choose to do so, the attack gains the Knockback, Shock, Pulverise and Concussion traits. ### 5. Shotgun Savant When armed with a shotgun of any type (including combat shotguns and sawn-off shotguns), this fighter may choose to use the shotgun’s Short range Accuracy modifier when making shots at Long range. In addition, when rolling the dice to determine the number of hits from a shotgun with the Scattershot trait, this fighter may roll two D6 and choose the highest. ### 6. Steady Hands When this fighter is activated, before declaring their first action, this fighter may perform a Reload (Simple) action for free. This does not prevent them from performing the same action once or twice more during their activation should they choose. ## Tech _Source: House of Artifice_ ### 1. Cold & Calculating Once per round, when making a Cool or Willpower check, this fighter may make the check against their Intelligence characteristic instead. ### 2. Gadgeteer If this fighter is in the starting crew, prior to the first turn, they may modify the Weapon Traits of any weapon they carry that has the Plentiful trait. If they do so, until the end of the battle the weapon loses the Plentiful trait and gains one of the following, as chosen by the controlling player: Knockback, Pulverise, Rending or Shock. Alternatively, a Plentiful weapon with the Rapid Fire (X) trait can add one to the X value. E.g., a Rapid Fire (1) would become Rapid Fire (2). ### 3. Mental Mastery This fighter cannot become subject to the Insane condition. In addition, if this fighter is chosen as the target of a Wyrd Power, and is Standing and Active or Prone and Pinned, they may attempt to Disrupt the power as if they were a Psyker. ### 4. Photonic Engineer This fighter may apply a +1 modifier to the Strength characteristic of all las weapons used by them. Doing so, however, causes the weapon to gain the Unstable trait. In addition, this fighter may re-roll failed Ammo checks with las weaponry, provided the weapon does not have the Unstable trait. ### 5. Rad-phaged When this fighter is hit by a weapon with the Gas or Toxin traits, the opposing player must roll two D6 and discard the highest roll when rolling to see if this fighter is affected. In addition, should this fighter suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 4 or higher, they do not suffer an additional Flesh Wound. Instead, the fighter may discard a Flesh Wound they have already suffered. Finally, in any scenario that uses the Pitch Black rules, this fighter always counts as being Revealed. ### 6. Weaponsmith Any weapons this fighter is equipped with lose the Scarce trait if it has it. Any weapons this fighter is equipped with will gain the Plentiful trait if it does not have the Scarce trait. Weapons that already have the Plentiful trait gain no additional benefit from this skill. ## Palanite Enforcers: Palanite Drill _Source: Book of Judgement_ ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Corpse Grinder Cult: Savagery _Source: Book of Ruin_ ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Ash Wastes Nomads: Wastelands _Source: Book of the Outlands_ ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Ironhead Squat Prospectors: Wisdom of the Ancients _Source: Book of the Outlands_ ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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# Gang-Specific Skills | D6 | Piety<br />House Cawdor | Obfuscation<br />House Delaque | Finesse<br />House Escher | Muscle<br /> House Goliath | Bravado<br />House Orlock | Tech <br />House Van Saar | | :-: | :---------------------: | :----------------------------: | :-----------------------------------------------------------------------------------------: | :------------------------: | :-----------------------: | ------------------------- | | 1 | Lord of the Rats | Faceless | [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic) | Fists of Steel | Big Brother | Cold & Calculating | | 2 | Scavenger's Eye | Psi-touched | Combat Focus | Iron Man | Bring it on! | Gadgeteer | | 3 | Blazing Faith | Take Down | Combat Virtuoso | Immovable Stance | Guilder Contacts | Mental Mastery | | 4 | Unshakable Conviction | Rumour-monger | Hit & Run | Naaargah! | King Hit | Photonic Engineer | | 5 | Devotional Frenzy | Fake Out | Lightning Reflexes | Unleash the Beast | Shotgun Savant | Rad-phaged | | 6 | Restless Faith | Doppelganger | Somersault | Walk It Off | Steady Hands | Weaponsmith | | D6 | Palanite Drill<br />Palanite Enforcers | Savagery<br /> Corpse Grinder Cult | Wastelands<br />Ash Wastes Nomads | Wisdom of the Ancients<br />Ironhead Squat Prospectors | | :-: | :------------------------------------: | :--------------------------------: | :-------------------------------: | :----------------------------------------------------: | | 1 | Got Your Six | Avatar of Blood | Born of the Wastes | Where There's Scrap, There's Creds! | | 2 | Helmar's Justice | Bloodlust | Stormwalker | Nobody Pushes Kin Around | | 3 | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | Chemical Bonds Never Break | | 4 | Restraint Protocols | Frenzy | Beast Handler | Dependable Like Kin | | 5 | Team Work | Killing Blow | Ever Vigilant | Stubborn to the Last | | 6 | Threat Response | Slaughterborn | Bring it Down | There's Always Another Secret | ## Piety _Source: House of Faith_ ### 1. Lord of the Rats Friendly Juve (or Prospect) fighters that are within 12" of this fighter and can draw line of sight to them may apply a +2 modifier to their Cool checks and Willpower checks. Rats, including Necromunda Rats, Bomb Delivery Rats and any rats that feature in a battle due to a scenario or environment special rule, that end their movement within 3" of the fighter are immediately moved by the smallest amount possible so they are at least 3" away from the fighter. ### 2. Scavenger's Eye During any scenario that features loot markers, scrap or any kind of harvested goods that are then transformed into credits at the end of the battle, the fighter’s gang may add an additional +1 to the dice roll for determining their worth. For example, if a scenario called for the gathering of loot and each loot marker held by the gang at the end of the battle was worth D3x10 credits, then each one would grant the fighter’s gang (D3+1)x10 credits. ### 3. Blazing Faith Should this fighter ever become subject to the Blaze condition, they may continue to act normally rather than acting as determined by the Trait and the condition – though they may still suffer damage each time they activate as normal. In addition, this fighter ignores the effects of the Insanity condition. ### 4. Unshakable Conviction This fighter may make reaction attacks while Seriously Injured and cannot be the target of a Coup De Grace (Simple) action. In addition, whilst Seriously Injured this fighter may perform the Flock Together (Double) action: **Flock Together (Double):** This fighter may move a distance equal to their Movement characteristic plus D3", provided they move directly towards a friendly House Cawdor fighter. ### 5. Devotional Frenzy When this fighter is activated, their controlling player may declare they will use this skill. Until the start of their next activation, improve their Weapon Skill, Cool, Leadership and Willpower characteristics by D3, rolling separately for each characteristic. At the end of their activation, the fighter immediately suffers an automatic Damage 1 hit which cannot be saved. Devotional Frenzy can only be declared once per round. ### 6. Restless Faith During the Choose Crew step of the pre-battle sequence, this fighter may be taken out of Recovery (see the Necromunda Rulebook) and included in the deck of available fighters. If this is done and the fighter takes part in the battle, they begin the battle with a single Flesh Wound. ## Obfuscation _Source: House of Shadows_ ### 1. Faceless From the start of each round until after this fighter has activated, enemy fighters must pass a Willpower check to target them with a ranged attack, or place a Blast marker so that it is touching their base. If the check is failed, the enemy fighter may choose another target. ### 2. Psi-touched The fighter may re-roll Willpower checks when attempting to activate Wyrd Powers or to resist them. When visiting the Black Market as part of the postbattle sequence, the fighter may always choose to purchase Ghast without the need to make an Availability roll. ### 3. Take Down When this fighter takes an enemy fighter Out of Action, place that enemy fighter to one side. At the end of the battle, if this fighter’s gang has won the scenario, then instead of using the normal method for determining if enemy fighters are captured, roll a D6 for each enemy fighter that was taken Out of Action and placed aside by this fighter. On a 4+, this fighter has the choice of automatically capturing that enemy fighter. As normal, a gang cannot capture more than a single fighter after a battle. ### 4. Rumour-monger The fighter can perform the Despicable Rumours postbattle action during the post-battle actions step of the post-battle sequence: **Despicable Rumours:** Make an Intelligence check for the fighter. If they pass, reduce the Reputation of the gang(s) they just faced by D3 and increase the Reputation of this fighter’s own gang by an equal amount. ### 5. Fake Out When making the roll to determine the scenario during the pre-battle sequence, this fighter’s gang may roll three D6 rather than the usual two. One of these dice (chosen by the player) must be discarded. ### 6. Doppelganger During the Select Crews step of the pre-battle sequence, this fighter’s gang may attempt to include an extra fighter than normally allowed by the scenario. Have the leader of the enemy gang make an Intelligence check. If they fail, this fighter’s gang may include one extra fighter in their starting crew. ## Finesse _Source: House of Blades_ ### 1. Acrobatic While this fighter is Active, they may ignore enemy fighters when making a Move (Simple) action or a Charge (Double) action. In effect, this allows them to move over other fighters. Note that they must still adhere to the 1" rule once their movement is complete. This fighter may also cross any barricade or linear terrain feature up to 2" high without a reduction in movement. ### 2. Combat Focus For every enemy fighter either Out of Action or Seriously Injured, place a token on this fighter’s Fighter card. This fighter adds 1 to their Willpower and Cool checks for each token on their Fighter card. Note that a result of 2 for either a Willpower or Cool check is still a failure regardless of modifiers. ### 3. Combat Virtuoso Any chainswords, fighting knives, power knives, power swords, stiletto knives and stiletto swords wielded by this fighter gain the Versatile trait with a Long range equal to this fighter’s Strength characteristic. ### 4. Hit & Run After making a Charge (Double) action, this fighter may make a Retreat (Basic) action for free before their opponent makes any reaction attacks. Note that even if the Retreat action is unsuccessful, this fighter’s opponent may only make reaction attacks once. ### 5. Lightning Reflexes When this fighter is Engaged by an enemy fighter, this fighter may attempt to make a Retreat (Basic) action for free before the enemy fighter makes any attacks or additional actions. Whether or not the Retreat action was successful, this fighter may only use this skill once per round. Note that if this fighter has a Ready marker, they may still activate as normal. ### 6. Somersault This fighter gains the ability to perform the Somersault (Basic) action while they are Standing and Active: **Somersault (Basic):** Place the fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that the fighter must still adhere to the 1" rule when being placed. Using this action does not count as moving for the purposes of effects that are triggered by movement and for the firing of weapons with the Unwieldy trait. ## Muscle _Source: House of Chains_ ### 1. Fists of Steel Unarmed attacks made by this fighter count as having a Strength 2 higher than normal and inflict 2 damage. ### 2. Iron Man This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal. ### 3. Immovable Stance This fighter may perform the Tank (Double) action during their activation: **Tank (Double):** Until the start of this fighter’s next activation, this fighter increases their armour save by 2 to a maximum of 2+ and cannot be moved from their current location by any skills such as Hurl or Overseer, or any weapon traits such as Knockback or Drag, nor can they be Pinned. ### 4. Naaargah! During this fighter’s activation they may attempt to perform a third action after completing their first two. Roll a D6. If the dice roll is equal to or less than their Toughness then they perform the action. If the roll is greater than their Toughness, or is a 6, their activation ends immediately. Whether or not they were successful, when their activation ends, this fighter is automatically Pinned (this Pinning cannot be negated by skills such as [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel)). ### 5. Unleash the Beast This fighter may perform the Flex (Simple) action while they are Active and Engaged: **Flex (Simple):** All fighters (friend or foe) in base contact with this fighter must pass a Strength check or be pushed D3" directly away from this fighter, stopping only if they come into contact with another fighter or an impassable terrain feature. If there are multiple enemies being pushed, the player controlling this fighter chooses in which order they are moved. ### 6. Walk It Off Should this fighter perform two or more Move (Simple) actions during their activation, they can make a Toughness check at the end of their activation. If this check is passed, this fighter may recover one lost Wound or discard a single Flesh Wound. ## Bravado _Source: House of Iron_ ### 1. Big Brother Whilst this fighter is Standing and Active, any friendly fighter with the Gang Fighter (X) special rule that is within 9" and line of sight of this fighter may use this fighter’s Cool characteristic for Nerve tests instead of their own. ### 2. Bring it on! The fighter gains the ability to make the Issue Challenge (Basic) action: **Issue Challenge (Basic):** Choose an enemy fighter within 12". Until the end of this round, or until the chosen fighter is attacked by a friendly fighter, they must make a Willpower check if they wish to make a ranged or close combat attack that targets any fighter other than the fighter who issued the challenge (fighters that have been challenged ignore the normal rules for target priority as detailed in the Necromunda Rulebook). ### 3. Guilder Contacts Any Bounty Hunters and Hive Scum hired by this fighter’s gang will reduce their hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired. ### 4. King Hit When making an unarmed attack this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If they choose to do so, the attack gains the Knockback, Shock, Pulverise and Concussion traits. ### 5. Shotgun Savant When armed with a shotgun of any type (including combat shotguns and sawn-off shotguns), this fighter may choose to use the shotgun’s Short range Accuracy modifier when making shots at Long range. In addition, when rolling the dice to determine the number of hits from a shotgun with the Scattershot trait, this fighter may roll two D6 and choose the highest. ### 6. Steady Hands When this fighter is activated, before declaring their first action, this fighter may perform a Reload (Simple) action for free. This does not prevent them from performing the same action once or twice more during their activation should they choose. ## Tech _Source: House of Artifice_ ### 1. Cold & Calculating Once per round, when making a Cool or Willpower check, this fighter may make the check against their Intelligence characteristic instead. ### 2. Gadgeteer If this fighter is in the starting crew, prior to the first turn, they may modify the Weapon Traits of any weapon they carry that has the Plentiful trait. If they do so, until the end of the battle the weapon loses the Plentiful trait and gains one of the following, as chosen by the controlling player: Knockback, Pulverise, Rending or Shock. Alternatively, a Plentiful weapon with the Rapid Fire (X) trait can add one to the X value. E.g., a Rapid Fire (1) would become Rapid Fire (2). ### 3. Mental Mastery This fighter cannot become subject to the Insane condition. In addition, if this fighter is chosen as the target of a Wyrd Power, and is Standing and Active or Prone and Pinned, they may attempt to Disrupt the power as if they were a Psyker. ### 4. Photonic Engineer This fighter may apply a +1 modifier to the Strength characteristic of all las weapons used by them. Doing so, however, causes the weapon to gain the Unstable trait. In addition, this fighter may re-roll failed Ammo checks with las weaponry, provided the weapon does not have the Unstable trait. ### 5. Rad-phaged When this fighter is hit by a weapon with the Gas or Toxin traits, the opposing player must roll two D6 and discard the highest roll when rolling to see if this fighter is affected. In addition, should this fighter suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 4 or higher, they do not suffer an additional Flesh Wound. Instead, the fighter may discard a Flesh Wound they have already suffered. Finally, in any scenario that uses the Pitch Black rules, this fighter always counts as being Revealed. ### 6. Weaponsmith Any weapons this fighter is equipped with lose the Scarce trait if it has it. Any weapons this fighter is equipped with will gain the Plentiful trait if it does not have the Scarce trait. Weapons that already have the Plentiful trait gain no additional benefit from this skill. ## Palanite Enforcers: Palanite Drill _Source: Book of Judgement_ ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Corpse Grinder Cult: Savagery _Source: Book of Ruin_ ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Ash Wastes Nomads: Wastelands _Source: Book of the Outlands_ ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Ironhead Squat Prospectors: Wisdom of the Ancients _Source: Book of the Outlands_ ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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# Gang Terrain Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the gang takes part in unless noted otherwise. Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters: - Deployment zone (default). - Outside enemy deployment zone (if specified). - Anywhere (if specified). Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are represented by suitable markers (weapons, relics, traps) depending on type. | Type | Gang | Rarity | Trading Post | Deployment | Requirement | Base Size (mm) | | :------------------------------ | :------- | :-------- | :----------- | :-------------------------------------- | :------------- | :------------- | | Incendiary Trap (Hidden Traps) | Cawdor | Common | 30 | Outside enemy deployment zone. | | - | | Holy Gang-Relic (Gang Relic) | Cawdor | Rare (8) | 30 | | Defender only. | 40 | | Hive Incense | Cawdor | Rare (7) | 40 | Outside enemy deployment zone. | | 32 | | Caged Heretic | Cawdor | Rare (9) | 40 | Outside enemy deployment zone. | | 32 | | Divine Brazier | Cawdor | Common | 80 | Deployment zone. | | 32 | | Sightblind Trap (Hidden Traps) | Delaque | Rare (11) | 40 | Outside enemy deployment zone. | | | | Shadow Veil | Delaque | Rare (9) | 50 | Outside enemy deployment zone. | | 25 | | Whisperbox | Delaque | Rare (10) | 60 | Outside enemy deployment zone. | | 25 | | Web Trap (Hidden Traps) | Delaque | Rare (11) | 80 | Outside enemy deployment zone. | | | | Euclidean Artefact (Gang Relic) | Delaque | Rare (9) | 90 | Deployment zone. | Defender only. | 40 | | Blade Cages (Hidden Traps) | Escher | Rare (9) | 50 | Outside enemy deployment zone. | | | | Decapitators (Hidden Traps) | Escher | Rare (11) | 75 | Outside enemy deployment zone. | | | | Gas Canisters | Escher | Common | 15 | Deployment zone. | | | | Gas Censers | Escher | Rare (10) | 50 | Outside enemy deployment zone. | | | | Chymist Cult Relic (Gang Relic) | Escher | Rare (10) | 100 | Deployment zone. | | | | Amneo Canisters | Goliath | Rare (9) | 60 | Deployment zone. | | | | Furnace Barricade | Goliath | Common | 10 | Outside enemy deployment zone. | Defender only. | | | Heavy Rivet Cannon | Goliath | Rare (8) | 75 | Deployment zone. | | | | Pillar of Chains (Gang Relic) | Goliath | Common | 20 | Deployment zone. | | | | Relic of the Forge (Gang Relic) | Goliath | Rare (10) | 100 | Deployment zone. | Defender only. | | | Sawn-off Surprise (Booby Trap) | Orlock | Common | 20 | Anywhere. | | | | Promethium Barrels | Orlock | Rare (8) | 30 | At least 3" from enemy deployment zone. | | | | Tool Box | Orlock | Rare (9) | 50 | Deployment zone. | | | | Road Relic (Gang Relic) | Orlock | Rare (10) | 75 | Outside enemy deployment zone. | Defender only. | | | Servitor Sentry | Orlock | Rare (11) | 100 | Deployment zone. | Defender only. | | | Rad Casters | Van Saar | Rare (10) | 40 | Outside enemy deployment zone. | | | | Energy Sink | Van Saar | Rare (10) | 60 | Outside enemy deployment zone. | | | | Thermal Mines (Hidden Traps) | Van Saar | Rare (11) | 70 | Outside enemy deployment zone. | | | | Archaeo-relic (Gang Relic) | Van Saar | Rare (9) | 80 | Deployment zone. | | | | Rad cannon Emplacement | Van Saar | Rare (8) | 145 | Deployment zone. | Defender only. | | ## Hidden Traps Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded. Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered. :::danger House Rule (Necrodamus) ## Scenarios Without Deployment Zones If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario. ::: :::danger House Rule (Necrodamus) ## Gang Relics There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang Relics (based on the original one): - Any active fighter within 1” of the enemy’s relic can make a Double action to defile it. - +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere). - Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again. ::: ## Cawdor #### Incendiary Traps (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2", immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, Centre a 5" blast on the trap, all fighters hit suffer: - S2, Ap-2, D1, Blaze, Single Shot. #### Holy Gang-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. - Active enemy fighters within 1” can spend a Double action to defile it: - +D3 XP. - No longers offers any bonuses, can't be wrecked again. Faction fighters within 6": - +1 to hit & wound rolls (in close combat). #### Hive Incense - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 3": - -1 hit modifier to ranged attacks (into, through and out of). 0 When activating, non-Faction fighters must pass a Toughness test (any special rules affecting Gas, like respirators, can be applied), or the first Move (Simple) action will be in a random direction. #### Divine Brazier - Deployment: Deployment zone. - Pitch Black: All fighters are revealed while within 3". - Any fighter can spend a Simple action to add Blaze to a Melee weapon (until the End phase of the following round). #### Caged Heretic - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 6": - When ending an activation, fighters (except Faction fighters) must make a Nerve test. Can be destroyed and removed in the following ways: - 5+ if hit by Blast/Template attacks. - Enemy fighters B2B can spend a Double action and pass a Strength or Intelligence test (freeing the heretic), also gaining D3 XP if successful. ## Delaque #### Sightblind Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, it is automatically triggered (revealed): - Blast (5"), Flash, Single Shot. #### Shadowe Veil - Deployment: Outside enemy deployment zone. Pitch Black within 3": - Effectively blocks LOS from one side to the other. - Can be targeted as a fighter (affected by Pitch Black): Toughness 4, 1 Wound. Removed from the battle if reduced to 0 Wounds (automatically repaired between battles and is not lost to the gang). #### Whisperbox - Deployment: Outside enemy deployment zone. Enemies within 8" suffer -1 to Cool tests. An enemy B2B can spend a Basic action and pass an Intelligence test with a -3 modifier to destroy it (automatically repaired between battles and is not lost to the gang). #### Web Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: S5, AP-2, Blast (5"), Web, Single Shot. #### Euclidean Artefact - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Friendly Faction fighters within 8” counts as being in full cover. :::danger House Rule (Necrodamus) ## Chaotic - Rare (9), 75, Deployment zone #### Cult Ritual Chamber If a fighter ends their turn within 6” of the Ritual Circle, make a Willpower test for them. If the test is failed, they gain Insanity. When a fighter with Insanity is activated, roll a D6. | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The fighter is immediately Broken, if already Broken, they flee (even if their gang has not failed a Bottle test). | | 3-4 | An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. | | 5-6 | The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity. | ::: ## Escher #### Blade Cages (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: - Move into B2B with the trap. - Become Webbed. As long as a fighter is trapped, it can't trap additional fighters (not triggered by enemy movement). Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter becomes trapped (becoming Webbed). #### Decapitators (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, suffer an Injury dice. Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter suffers an Injury dice. #### Gas Canisters - Deployment: Deployment zone. Similar to a Loot casket (can be moved in the same way). Friendly fighters within 1” can use it as it were chem-synth, but only for Gas weapons. Can be targeted by ranged attacks as if a fighter (including being touched by Blas/Template). Toughness 3. If taking any damage, it is destroyed. Center a 3” Blast over it before being removed. All fighters touched by the Blast suffer a Gas hit. #### Gas Censers - Deployment: Outside enemy deployment zone. In the End phase, fighters within 3” must pass a Toughness test (adding any modifiers that protects against Gas) or suffer an immediate Flesh Wound (a roll of 6 always fails). Can be thrown by friendly fighters B2B as a Choke Gas Grenade. After the attack, it is removed from the battlefield. #### Chymist Cult Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. Fighters within 3": - Friendly: - Usable as a chem-synth (for Gas & Toxin weapons). - Counts as Assistance if Seriously Injured during Recovery tests in the End phase. - Enemy: - When ending an activation, pass a Toughness test (adding any modifiers that protects against Gas) or immediately suffer a Flesh Wound. If defiled, the bonuses to Cool and Leadership test are lost, but the other benefits remain. ## Goliath #### Amneo Canisters - Deployment: Deployment zone. Faction fighters within 3” can remove 1 Flesh Wound during the End phase of any round. #### Furnace Barricade - Deployment: Anywhere outside enemy deployment. Ignore Blaze and Melta traits when hit within 1” if it grants cover against the origin of the hit. #### Heavy Rivet Cannon - Deployment: Deployment zone. - Only available when defending. | Heavy rivet cannon | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :----------------------------- | | Rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | #### Pillar of Chains (Gang Relic) - Deployment: Deployment zone. Can re-roll one or both dice if the gang has a chance to capture enemy fighters. #### Relic of the Forge (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Fighters within 3”: - Friendly Faction: - Ignore Disarm. - Re-roll failed Ammo tests. - Enemy: - If ending an activation, pass a Nerve test or become Broken. ## Orlock #### Sawn-off Surprise (Booby Trap) - Deployment: Anywhere. A Booby Trap that causes an automatic hit with a Sawn-off shotgun (Str 3, D1, Scattershot) against all fighters within 3” when it explodes. If any fighter comes within 2” for any reason, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | Removed (a dud). | | 2-3 | Not triggered (remains). | | 4+ | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | If triggered, any movement is interrupted whilst this is resolved. If a moving fighter is Pinned or Injured, the movement ends. A booby trap can be targeted with ranged attacks. Apply a -1 hit modifier to Short range, or a -2 hit modifier at Long range. If hit, roll a D3: | &nbsp;&nbsp;D3&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | No effect. | | 2 | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | | 3 | Disarmed and removed. | #### Promethium Barrels - Deployment: Anywhere at least 3” from enemy deployment zone. Apply the following effects to all fighters (friend & foe!) within 3”: - If activating within 3”, fighters can only make a single Move (Simple) action during the activation. - +1 modifier if hit by Blaze to see if the fighter is set on fire. #### Servitor Sentry - Deployment: Deployment zone. Living Wargear: - Counts as a fighter in all regards. - Can't gain XP. - Ignore Lasting Injury rolls (counts as ‘Out Cold’). - Automatically pass Cool & Willpower tests. - Automatically fail Leadership & Intelligence tests. - Do not count for the purposes of Bottle tests. - Can't be Reinforcement. - Must always be deployed on the battlefield (in addition to the specified crew size). - Immobile (can't move). - Can be moved by friendly fighters like a Loot casket. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Weapons:** Autogun or shotgun (solid & scatter). #### Tool Box - Deployment: Deployment zone. Can be moved like a Loot casket. Apply the following effects to friendly fighters within 1” when activating (before making any actions): - Make a free Reload (Simple) action. - Mechanic fighters (Cyber-mastiff, Ambot, Servitor Sentry or Servitor): - Roll a 4+ to remove a single Flesh Wound or recover a lost Wound. #### Road Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Also includes Heavy stubber turret: | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------ | | Burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (1) | | Suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (3), Unstable | ## Van Saar #### Rad Cannon Emplacement - Deployment: Deployment zone. Only available when defending. | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------------- | | Rad cannon (emplacement) | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | Blast (5”), Fixed, Rad-phage, Unwieldy | #### Thermal Mines (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success: - Not triggered (remains unrevealed). - Failure: - The trap is revealed, if true, all fighters within 6” suffer a S8 AP -4 D3 Blaze Melta hit. Note that Melta only applies to fighters within 3” (half range). #### Energy Sink - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. Affects the following weapons (ranged & close combat): - Power (trait). - Melta (trait). - Las. - Plasma. If a fighter makes an attack with such a weapon, reduce the Strength depending on the distance to the Energy Sink: - Within 3”: -D3S (min 1). - Within 6”: -1S (min 1). #### Rad Casters - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. If within 3” in the End phase, pass a Toughness test (+1 modifier per equipped item that protects against Rad-phage weapons), suffer a Flesh Wound. Friendly fighters B2B can throw it as a Rad Grenade (removed the attack). #### Archaeo-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Enemy fighters ending an activation within 3” must pass an Intelligence test or gain Insanity. If defiled, this effect is retained, but the generic effects are lost (modifier to Cl & Ld).
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# Gang Terrain Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the gang takes part in unless noted otherwise. Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters: - Deployment zone (default). - Outside enemy deployment zone (if specified). - Anywhere (if specified). Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are represented by suitable markers (weapons, relics, traps) depending on type. | Type | Gang | Rarity | Trading Post | Deployment | Requirement | Base Size (mm) | | :------------------------------ | :------- | :-------- | :----------- | :-------------------------------------- | :------------- | :------------- | | Incendiary Trap (Hidden Traps) | Cawdor | Common | 30 | Outside enemy deployment zone. | | - | | Holy Gang-Relic (Gang Relic) | Cawdor | Rare (8) | 30 | | Defender only. | 40 | | Hive Incense | Cawdor | Rare (7) | 40 | Outside enemy deployment zone. | | 32 | | Caged Heretic | Cawdor | Rare (9) | 40 | Outside enemy deployment zone. | | 32 | | Divine Brazier | Cawdor | Common | 80 | Deployment zone. | | 32 | | Sightblind Trap (Hidden Traps) | Delaque | Rare (11) | 40 | Outside enemy deployment zone. | | | | Shadow Veil | Delaque | Rare (9) | 50 | Outside enemy deployment zone. | | 25 | | Whisperbox | Delaque | Rare (10) | 60 | Outside enemy deployment zone. | | 25 | | Web Trap (Hidden Traps) | Delaque | Rare (11) | 80 | Outside enemy deployment zone. | | | | Euclidean Artefact (Gang Relic) | Delaque | Rare (9) | 90 | Deployment zone. | Defender only. | 40 | | Blade Cages (Hidden Traps) | Escher | Rare (9) | 50 | Outside enemy deployment zone. | | | | Decapitators (Hidden Traps) | Escher | Rare (11) | 75 | Outside enemy deployment zone. | | | | Gas Canisters | Escher | Common | 15 | Deployment zone. | | | | Gas Censers | Escher | Rare (10) | 50 | Outside enemy deployment zone. | | | | Chymist Cult Relic (Gang Relic) | Escher | Rare (10) | 100 | Deployment zone. | | | | Amneo Canisters | Goliath | Rare (9) | 60 | Deployment zone. | | | | Furnace Barricade | Goliath | Common | 10 | Outside enemy deployment zone. | Defender only. | | | Heavy Rivet Cannon | Goliath | Rare (8) | 75 | Deployment zone. | | | | Pillar of Chains (Gang Relic) | Goliath | Common | 20 | Deployment zone. | | | | Relic of the Forge (Gang Relic) | Goliath | Rare (10) | 100 | Deployment zone. | Defender only. | | | Sawn-off Surprise (Booby Trap) | Orlock | Common | 20 | Anywhere. | | | | Promethium Barrels | Orlock | Rare (8) | 30 | At least 3" from enemy deployment zone. | | | | Tool Box | Orlock | Rare (9) | 50 | Deployment zone. | | | | Road Relic (Gang Relic) | Orlock | Rare (10) | 75 | Outside enemy deployment zone. | Defender only. | | | Servitor Sentry | Orlock | Rare (11) | 100 | Deployment zone. | Defender only. | | | Rad Casters | Van Saar | Rare (10) | 40 | Outside enemy deployment zone. | | | | Energy Sink | Van Saar | Rare (10) | 60 | Outside enemy deployment zone. | | | | Thermal Mines (Hidden Traps) | Van Saar | Rare (11) | 70 | Outside enemy deployment zone. | | | | Archaeo-relic (Gang Relic) | Van Saar | Rare (9) | 80 | Deployment zone. | | | | Rad cannon Emplacement | Van Saar | Rare (8) | 145 | Deployment zone. | Defender only. | | ## Hidden Traps Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded. Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered. :::danger House Rule (Necrodamus) ## Scenarios Without Deployment Zones If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario. ::: :::danger House Rule (Necrodamus) ## Gang Relics There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang Relics (based on the original one): - Any active fighter within 1” of the enemy’s relic can make a Double action to defile it. - +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere). - Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again. ::: ## Cawdor #### Incendiary Traps (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2", immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, Centre a 5" blast on the trap, all fighters hit suffer: - S2, Ap-2, D1, Blaze, Single Shot. #### Holy Gang-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. - Active enemy fighters within 1” can spend a Double action to defile it: - +D3 XP. - No longers offers any bonuses, can't be wrecked again. Faction fighters within 6": - +1 to hit & wound rolls (in close combat). #### Hive Incense - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 3": - -1 hit modifier to ranged attacks (into, through and out of). 0 When activating, non-Faction fighters must pass a Toughness test (any special rules affecting Gas, like respirators, can be applied), or the first Move (Simple) action will be in a random direction. #### Divine Brazier - Deployment: Deployment zone. - Pitch Black: All fighters are revealed while within 3". - Any fighter can spend a Simple action to add Blaze to a Melee weapon (until the End phase of the following round). #### Caged Heretic - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 6": - When ending an activation, fighters (except Faction fighters) must make a Nerve test. Can be destroyed and removed in the following ways: - 5+ if hit by Blast/Template attacks. - Enemy fighters B2B can spend a Double action and pass a Strength or Intelligence test (freeing the heretic), also gaining D3 XP if successful. ## Delaque #### Sightblind Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, it is automatically triggered (revealed): - Blast (5"), Flash, Single Shot. #### Shadowe Veil - Deployment: Outside enemy deployment zone. Pitch Black within 3": - Effectively blocks LOS from one side to the other. - Can be targeted as a fighter (affected by Pitch Black): Toughness 4, 1 Wound. Removed from the battle if reduced to 0 Wounds (automatically repaired between battles and is not lost to the gang). #### Whisperbox - Deployment: Outside enemy deployment zone. Enemies within 8" suffer -1 to Cool tests. An enemy B2B can spend a Basic action and pass an Intelligence test with a -3 modifier to destroy it (automatically repaired between battles and is not lost to the gang). #### Web Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: S5, AP-2, Blast (5"), Web, Single Shot. #### Euclidean Artefact - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Friendly Faction fighters within 8” counts as being in full cover. :::danger House Rule (Necrodamus) ## Chaotic - Rare (9), 75, Deployment zone #### Cult Ritual Chamber If a fighter ends their turn within 6” of the Ritual Circle, make a Willpower test for them. If the test is failed, they gain Insanity. When a fighter with Insanity is activated, roll a D6. | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The fighter is immediately Broken, if already Broken, they flee (even if their gang has not failed a Bottle test). | | 3-4 | An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. | | 5-6 | The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity. | ::: ## Escher #### Blade Cages (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: - Move into B2B with the trap. - Become Webbed. As long as a fighter is trapped, it can't trap additional fighters (not triggered by enemy movement). Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter becomes trapped (becoming Webbed). #### Decapitators (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, suffer an Injury dice. Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter suffers an Injury dice. #### Gas Canisters - Deployment: Deployment zone. Similar to a Loot casket (can be moved in the same way). Friendly fighters within 1” can use it as it were chem-synth, but only for Gas weapons. Can be targeted by ranged attacks as if a fighter (including being touched by Blas/Template). Toughness 3. If taking any damage, it is destroyed. Center a 3” Blast over it before being removed. All fighters touched by the Blast suffer a Gas hit. #### Gas Censers - Deployment: Outside enemy deployment zone. In the End phase, fighters within 3” must pass a Toughness test (adding any modifiers that protects against Gas) or suffer an immediate Flesh Wound (a roll of 6 always fails). Can be thrown by friendly fighters B2B as a Choke Gas Grenade. After the attack, it is removed from the battlefield. #### Chymist Cult Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. Fighters within 3": - Friendly: - Usable as a chem-synth (for Gas & Toxin weapons). - Counts as Assistance if Seriously Injured during Recovery tests in the End phase. - Enemy: - When ending an activation, pass a Toughness test (adding any modifiers that protects against Gas) or immediately suffer a Flesh Wound. If defiled, the bonuses to Cool and Leadership test are lost, but the other benefits remain. ## Goliath #### Amneo Canisters - Deployment: Deployment zone. Faction fighters within 3” can remove 1 Flesh Wound during the End phase of any round. #### Furnace Barricade - Deployment: Anywhere outside enemy deployment. Ignore Blaze and Melta traits when hit within 1” if it grants cover against the origin of the hit. #### Heavy Rivet Cannon - Deployment: Deployment zone. - Only available when defending. | Heavy rivet cannon | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :----------------------------- | | Rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | #### Pillar of Chains (Gang Relic) - Deployment: Deployment zone. Can re-roll one or both dice if the gang has a chance to capture enemy fighters. #### Relic of the Forge (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Fighters within 3”: - Friendly Faction: - Ignore Disarm. - Re-roll failed Ammo tests. - Enemy: - If ending an activation, pass a Nerve test or become Broken. ## Orlock #### Sawn-off Surprise (Booby Trap) - Deployment: Anywhere. A Booby Trap that causes an automatic hit with a Sawn-off shotgun (Str 3, D1, Scattershot) against all fighters within 3” when it explodes. If any fighter comes within 2” for any reason, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | Removed (a dud). | | 2-3 | Not triggered (remains). | | 4+ | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | If triggered, any movement is interrupted whilst this is resolved. If a moving fighter is Pinned or Injured, the movement ends. A booby trap can be targeted with ranged attacks. Apply a -1 hit modifier to Short range, or a -2 hit modifier at Long range. If hit, roll a D3: | &nbsp;&nbsp;D3&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | No effect. | | 2 | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | | 3 | Disarmed and removed. | #### Promethium Barrels - Deployment: Anywhere at least 3” from enemy deployment zone. Apply the following effects to all fighters (friend & foe!) within 3”: - If activating within 3”, fighters can only make a single Move (Simple) action during the activation. - +1 modifier if hit by Blaze to see if the fighter is set on fire. #### Servitor Sentry - Deployment: Deployment zone. Living Wargear: - Counts as a fighter in all regards. - Can't gain XP. - Ignore Lasting Injury rolls (counts as ‘Out Cold’). - Automatically pass Cool & Willpower tests. - Automatically fail Leadership & Intelligence tests. - Do not count for the purposes of Bottle tests. - Can't be Reinforcement. - Must always be deployed on the battlefield (in addition to the specified crew size). - Immobile (can't move). - Can be moved by friendly fighters like a Loot casket. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Weapons:** Autogun or shotgun (solid & scatter). #### Tool Box - Deployment: Deployment zone. Can be moved like a Loot casket. Apply the following effects to friendly fighters within 1” when activating (before making any actions): - Make a free Reload (Simple) action. - Mechanic fighters (Cyber-mastiff, Ambot, Servitor Sentry or Servitor): - Roll a 4+ to remove a single Flesh Wound or recover a lost Wound. #### Road Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Also includes Heavy stubber turret: | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------ | | Burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (1) | | Suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (3), Unstable | ## Van Saar #### Rad Cannon Emplacement - Deployment: Deployment zone. Only available when defending. | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------------- | | Rad cannon (emplacement) | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | Blast (5”), Fixed, Rad-phage, Unwieldy | #### Thermal Mines (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success: - Not triggered (remains unrevealed). - Failure: - The trap is revealed, if true, all fighters within 6” suffer a S8 AP -4 D3 Blaze Melta hit. Note that Melta only applies to fighters within 3” (half range). #### Energy Sink - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. Affects the following weapons (ranged & close combat): - Power (trait). - Melta (trait). - Las. - Plasma. If a fighter makes an attack with such a weapon, reduce the Strength depending on the distance to the Energy Sink: - Within 3”: -D3S (min 1). - Within 6”: -1S (min 1). #### Rad Casters - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. If within 3” in the End phase, pass a Toughness test (+1 modifier per equipped item that protects against Rad-phage weapons), suffer a Flesh Wound. Friendly fighters B2B can throw it as a Rad Grenade (removed the attack). #### Archaeo-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Enemy fighters ending an activation within 3” must pass an Intelligence test or gain Insanity. If defiled, this effect is retained, but the generic effects are lost (modifier to Cl & Ld).
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# Location Details #location Let's expand on the Narco Den territory: * **Income Roll:** `dice: 1d6` The Narco Den is a hub for illicit activities, and as such, it generates income based on the number of fighters present. Each fighter in your gang earns an additional 1-3 credits (roll `dice: 1d6`) when they enter the Narco Den. * **Description:** The air in this dingy, cramped space is thick with the smell of smoke and cheap thrills. Flickering holographic ads for various drugs and stimulants adorn the walls, while haggling dealers and desperate users mingle in the shadows. The sounds of hushed conversations, rustling packages, and distant sirens create a constant hum of activity. * **Special Rules:** "Narco Network" + When a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance. For the remainder of the turn, this fighter gains +1 to their combat roll. + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip: - On a roll of 1-2, you overhear a rumor about an upcoming gang war in a nearby territory. - On a roll of 3-4, you gain a lead on a hidden stash of valuable tech or supplies. - On a roll of 5-6, you discover the location of a high-stakes game or auction being held by rival gangs. * **Territory Link:** The Narco Den is connected to the Rusted Reliquary through a network of hidden tunnels and secret passages. Vendors and traders from the Tech Bazaar often visit the Reliquary, seeking out rare parts and scraps to resell in their market stalls. In turn, gang members and dealers from the Narco Den frequent the Reliquary, looking for ways to upgrade their gear or score new supplies. What would you like to do? ## Description Here's an expanded description for the Narco Den: **Narco Den** * **Income Roll:** `dice: 1d6` * **Description:** The air in the Narco Den is thick with the smell of smoke and cheap thrills. Flickering holographic ads for various drugs and stimulants dance across the walls, tempting desperate users to try their latest fix. The sounds of haggling dealers and the rustling of packets fill the air, punctuated by the occasional burst of laughter or argument. The den is a labyrinthine network of cramped corridors and dimly lit rooms, each one filled with its own brand of vice and temptation. In one corner, a group of users are gathered around a makeshift table, eagerly awaiting their next hit of "Grim Reaper's Kiss" - the latest designer drug to hit the streets. Nearby, a dealer is haggling over the price of a packet of "Screamers" with a desperate user, their faces lit only by the faint glow of their implants. In another room, a group of gangers are gathered around a makeshift bar, swapping stories and sharing laughs as they pass a bottle of cheap whiskey. The walls are adorned with faded posters and tattered streamers, remnants of some long-forgotten celebration or victory. * **Special Rules:** "Narco Network" + When a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance (see below). This could be anything from a quick fix of adrenaline to a temporary boost in strength or agility. + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip. This could include news of rival gangs, hidden caches of supplies, or even whispers of powerful artifacts hidden deep within the tunnels. What would you like to do? ## Special Rules The Narco Den, a hub of vice and information. A great addition to our Necromunda world. Let's get started with the Income Roll: `dice: 1d6`. The result is... *rolls* ...a 4! Not bad, not bad at all. Your gang earns 4 credits from the Narco Den's illicit activities. Now that we have the income roll out of the way, let's focus on the Special Rules. "Narco Network" it seems, can give your fighters a temporary boost to their combat performance. This could be a game-changer in future battles. As for the intel or gossip, I'll roll `dice: 1d6` again. *rolls* ...a 5! It looks like you've received some valuable information about an upcoming gang war between the Goliaths and the Escher's. The Narco Den's network has given you a heads up on the location of the next big score. What would you like to do? Do you want to send some fighters to scout out the situation, or do you want to prepare for the impending gang war? ## Boons Let's add some benefits and boons for controlling the Narco Den. * **Benefits:** + Control of the Narco Den allows your gang to gain access to a network of informants and spies, providing valuable intel on rival gangs and potential threats. + The den's dealers offer your gang members a 10% discount on all drugs and stimulants purchased within the territory. * **Boons:** + Whenever a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance (see below). + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip. * **Combat Performance Boost:** When a fighter in your gang spends 1 credit to gain this boost, they gain +2 to their combat performance for the remainder of the turn. Now that we have the benefits and boons set up, what would you like to do? ## Income Let's get started! For the Narco Den, I'll assume the income roll is `dice: 1d6`. To determine the gang's income generated from controlling this location, they would need to roll a dice and multiply the result by 10. So, the gang needs to roll: `dice: 1d6` The result of the roll will be multiplied by 10 to determine their income. ## Dice Rolls Let's get started! To determine the income roll, I'll roll a d6 for you. Here it is: `dice: 1d6` Please let me know what kind of gang fighters are present in your gang and which ones would like to take advantage of the Narco Den's boost to combat performance. Additionally, would you like to explore the Narco Den further or focus on other aspects of the territory? ## Linked Territories The Narco Den has emerged, connected to the Rusted Reliquary through hidden tunnels and secret passages. This den is a hub for information and rumors about the underhive. Let's start by rolling the income roll: `dice: 1d6`. The result is... *rolls* ...a 4! The Narco Den generates 4 credits, which can be used to fuel your gang's activities in this territory or elsewhere in the underhive. Now that we have a better understanding of the Narco Den, let's explore it further. As you navigate through the den, you notice several dealers and users haggling over various drugs and stimulants. The air is thick with the smell of smoke and cheap thrills. You can choose to spend 1 credit to gain a temporary boost to your combat performance (see below). Alternatively, you can roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip about the underhive. What would you like to do? [**Rusted Reliquary**]
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2024-06-13 20:34:24.508078
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# Location Details #location Let's expand on the Narco Den territory: * **Income Roll:** `dice: 1d6` The Narco Den is a hub for illicit activities, and as such, it generates income based on the number of fighters present. Each fighter in your gang earns an additional 1-3 credits (roll `dice: 1d6`) when they enter the Narco Den. * **Description:** The air in this dingy, cramped space is thick with the smell of smoke and cheap thrills. Flickering holographic ads for various drugs and stimulants adorn the walls, while haggling dealers and desperate users mingle in the shadows. The sounds of hushed conversations, rustling packages, and distant sirens create a constant hum of activity. * **Special Rules:** "Narco Network" + When a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance. For the remainder of the turn, this fighter gains +1 to their combat roll. + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip: - On a roll of 1-2, you overhear a rumor about an upcoming gang war in a nearby territory. - On a roll of 3-4, you gain a lead on a hidden stash of valuable tech or supplies. - On a roll of 5-6, you discover the location of a high-stakes game or auction being held by rival gangs. * **Territory Link:** The Narco Den is connected to the Rusted Reliquary through a network of hidden tunnels and secret passages. Vendors and traders from the Tech Bazaar often visit the Reliquary, seeking out rare parts and scraps to resell in their market stalls. In turn, gang members and dealers from the Narco Den frequent the Reliquary, looking for ways to upgrade their gear or score new supplies. What would you like to do? ## Description Here's an expanded description for the Narco Den: **Narco Den** * **Income Roll:** `dice: 1d6` * **Description:** The air in the Narco Den is thick with the smell of smoke and cheap thrills. Flickering holographic ads for various drugs and stimulants dance across the walls, tempting desperate users to try their latest fix. The sounds of haggling dealers and the rustling of packets fill the air, punctuated by the occasional burst of laughter or argument. The den is a labyrinthine network of cramped corridors and dimly lit rooms, each one filled with its own brand of vice and temptation. In one corner, a group of users are gathered around a makeshift table, eagerly awaiting their next hit of "Grim Reaper's Kiss" - the latest designer drug to hit the streets. Nearby, a dealer is haggling over the price of a packet of "Screamers" with a desperate user, their faces lit only by the faint glow of their implants. In another room, a group of gangers are gathered around a makeshift bar, swapping stories and sharing laughs as they pass a bottle of cheap whiskey. The walls are adorned with faded posters and tattered streamers, remnants of some long-forgotten celebration or victory. * **Special Rules:** "Narco Network" + When a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance (see below). This could be anything from a quick fix of adrenaline to a temporary boost in strength or agility. + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip. This could include news of rival gangs, hidden caches of supplies, or even whispers of powerful artifacts hidden deep within the tunnels. What would you like to do? ## Special Rules The Narco Den, a hub of vice and information. A great addition to our Necromunda world. Let's get started with the Income Roll: `dice: 1d6`. The result is... *rolls* ...a 4! Not bad, not bad at all. Your gang earns 4 credits from the Narco Den's illicit activities. Now that we have the income roll out of the way, let's focus on the Special Rules. "Narco Network" it seems, can give your fighters a temporary boost to their combat performance. This could be a game-changer in future battles. As for the intel or gossip, I'll roll `dice: 1d6` again. *rolls* ...a 5! It looks like you've received some valuable information about an upcoming gang war between the Goliaths and the Escher's. The Narco Den's network has given you a heads up on the location of the next big score. What would you like to do? Do you want to send some fighters to scout out the situation, or do you want to prepare for the impending gang war? ## Boons Let's add some benefits and boons for controlling the Narco Den. * **Benefits:** + Control of the Narco Den allows your gang to gain access to a network of informants and spies, providing valuable intel on rival gangs and potential threats. + The den's dealers offer your gang members a 10% discount on all drugs and stimulants purchased within the territory. * **Boons:** + Whenever a fighter in your gang enters the Narco Den, they can choose to spend 1 credit to gain a temporary boost to their combat performance (see below). + The Narco Den is a hub for information and rumors about the underhive. Roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip. * **Combat Performance Boost:** When a fighter in your gang spends 1 credit to gain this boost, they gain +2 to their combat performance for the remainder of the turn. Now that we have the benefits and boons set up, what would you like to do? ## Income Let's get started! For the Narco Den, I'll assume the income roll is `dice: 1d6`. To determine the gang's income generated from controlling this location, they would need to roll a dice and multiply the result by 10. So, the gang needs to roll: `dice: 1d6` The result of the roll will be multiplied by 10 to determine their income. ## Dice Rolls Let's get started! To determine the income roll, I'll roll a d6 for you. Here it is: `dice: 1d6` Please let me know what kind of gang fighters are present in your gang and which ones would like to take advantage of the Narco Den's boost to combat performance. Additionally, would you like to explore the Narco Den further or focus on other aspects of the territory? ## Linked Territories The Narco Den has emerged, connected to the Rusted Reliquary through hidden tunnels and secret passages. This den is a hub for information and rumors about the underhive. Let's start by rolling the income roll: `dice: 1d6`. The result is... *rolls* ...a 4! The Narco Den generates 4 credits, which can be used to fuel your gang's activities in this territory or elsewhere in the underhive. Now that we have a better understanding of the Narco Den, let's explore it further. As you navigate through the den, you notice several dealers and users haggling over various drugs and stimulants. The air is thick with the smell of smoke and cheap thrills. You can choose to spend 1 credit to gain a temporary boost to your combat performance (see below). Alternatively, you can roll `dice: 1d6` to see if you receive a valuable piece of intel or gossip about the underhive. What would you like to do? [**Rusted Reliquary**]
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Heavy Weapons ## Trading Post ### Autocannon _Autocannon are staples of the Imperium’s armies, and Necromunda produces them by the million. Hefty self-loading cannon, their heavy shells are usually wasted on soft targets, though the noise they make and their ability to punch through barricades, doors and people means they have found a place in many gangs._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autocannon\* | 24” | 48” | - | - | 7 | -2 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 160 | ### Demiurg Energy Drill _This energy drill is more an alien mining tool than a true weapon, though humans have found that, at short ranges, these heavy lasers can be devastating. Bought from the void-faring Demiurg, usually through third parties such as Squat prospectors or wasteland junkers, some of these drills find their way into the underhive. Drills are usually good only for a few shots each battle, and then only up close, but there are few things they cannot cut through._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Demiurg energy drill\* | 3” | 9” | +2 | - | 7 | -4 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I9 | 100 | ### Grav Cannon _A heavy version of the grav-gun, the grav cannon is normally restricted to military use. Sometimes gangs might get their hands on these powerful weapons to use against their enemies with predictably devastating results._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Grav cannon\* | 20” | 80” | -1 | +1 | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 140 | ### Harpoon Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Harpoon launcher\* | 6” | 18” | +2 | - | 5 | -3 | 1 | 5+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9 | 110 | ### Heavy Bolter | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy bolter\* | 18” | 36” | +1 | - | 5 | -2 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 160 | ### Heavy Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy flamer\* | T | - | - | - | 5 | -2 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 195 | ### Heavy Stubber | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy stubber\* | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R7 | 130 | | - static round | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I10 | +15 | | - warp round | 20” | 40” | - | - | 4 | -1 | 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>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I11 | +20 | ### Lascannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Lascannon\* | 24” | 48” | - | +1 | 10 | -3 | 3 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 155 | ### Mining Laser | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------ | :-: | :--: | | Mining laser\* | 18” | 24” | - | -1 | 9 | -3 | 3 | 3+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9 | 125 | ### Missile Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Missile launcher\* | | | | | | | | | | R10 | 165 | | - frag missiles | 24” | 48” | +1 | - | 4 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | - | +0 | | - krak missiles | 24” | 48” | +1 | - | 6 | -2 | 3 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | - | +0 | ### Mole Launcher _Mole Launchers are old Imperium technology still used by some Astra Militarum regiments, and their effectiveness in subterranean fighting has made the weapon popular in the hellish battlefields of the underhive._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Mole launcher\* | 20” | 60” | -1 | - | 6 | -2 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, Burrowing, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R11 | 100 | ### Multi-Melta | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Multi-melta\* | 12” | 24” | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R11 | 180 | ### Plasma Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma cannon\* | | | | | | | | | | R11 | 130 | | - low | 18” | 36” | +1 | - | 6 | -1 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - maximal | 18” | 36” | +1 | - | 8 | -2 | 3 | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ### Seismic Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Seismic cannon\* | | | | | | | | | | R10 | 140 | | -short wave | 12” | 24” | - | -1 | 6 | -1 | 2 | 5+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - long wave | 12” | 24” | -1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ## Exclusive ### Assault Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Assault Cannon | 12” | 24” | +1 | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | - | \* Iron Automata only ### Charge Caster | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Charge caster | | | | | | | | | | \* | 155 | | - Shock blast rocket | 20" | 40" | +1 | - | 4 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - Krak rocket | 20” | 40" | +1 | - | 6 | -2 | 3 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* Ash Wastes Nomads only | ### Concussion Cannon | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost | | ----------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | ---- | | Concussion Cannon | 9" | 18" | +1 | - | 4 | -1 | 2 | 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> | \* | 80 | \* [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata) only ### Heavy Blaster | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Heavy Blaster | 12" | 36" | +1 | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 140 | \* Ash Wastes Nomads only ### Heavy Bolter | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Gunk | 18” | 36” | - | -1 | 5 | -2 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ^ | 15 | | + Vartijan (Exo-driller) | 18" | 36” | +1 | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip> | \* | 50 | ^ Not in the 2023 Core Rules \* Ironhead Squat Prospectors only ### Heavy Concussion Ram | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy Concussion Ram | 15” | 30” | +1 | - | 4 | -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> | \* | 70 | \* Palanite and Badzone enforcers only ### Heavy Crossbow | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost | | ------------ | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Frag Shell | 15” | 30” | - | -1 | 4 | -4 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - Krak shell | 15” | 30” | - | -1 | 6 | -2 | 2 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 125 | \* House Cawdor only _Source: House of Faith_ ### Heavy Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Vartijan | T | - | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 210 | \* Ironhead Squat Prospectors only ### Heavy Stubber | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R8^ | 10 | | - Plantbuster | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9^ | 15 | | - Rad | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9^ | 20 | | + Turret ~ burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | - | | ~ suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | - | - | <!-- | - Tracer (Vorgen Mortz) | 20” | 40” | - | -2 | 4 | -2 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | + Custom <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> (Stig-shambler) | 20” | 40” | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | --> ### ‘Krumper’ Rivet Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | ‘Krumper’ Rivet Cannon | | | | | | | | | | \* | 70 | | ~ Rapid Fire | 3” | 9” | +2 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | ~ Super-heated | 3” | 9” | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | + Heavy ~ rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | ~ Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* House Goliath only ### Mortar | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Mortar | 24" | 48" | -1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 115 | \* [Ridgerunner](/docs/gangs/gang-additions/vehicles/ridgerunner#ridgerunner-1) only ### Rad Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Rad Cannon\* | 16” | 32” | - | -1 | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 130 | | - Emplacement | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* Van Saar only ### Seismic Crusher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------- | :-: | :--: | | Seismic crusher | T | - | - | - | 2 | - | 1 | 6+ | Concussive, <Tooltip type="traits" content="seismic">Seismic</Tooltip> | \* | - | \* [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) only ### SLHG Pattern Assault Ram ‘Sledge Hammer’ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | SLHG Pattern Assault Ram | | | | | | | | | | \* | 90 | | Assault Ram | E | 2” | - | - | +2 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip><Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Auxiliary grenade launcher with 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> | | Auxiliary grenade launcher with choke gas grenades | 6" | 24" | -1 | - | 3 | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* Palanite and Badzone Enforcers only ### Twin-linked Assault Grenade Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Twin-linked Assault Grenade Launcher | | | | | | | | | | \_ | 65\* | | - Frag | 6” | 24” | -1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | - | +0 | | - Stun rounds | 6” | 18” | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - Krak | 6” | 24” | -1 | - | 6 | - | 2 | 6+ | - | - | \* | +30 | | - Smoke | 6” | 24” | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | \* | +20 | \* House Goliath only _Source: House of Chains_ ### Twin-linked Autocannon | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits |AL | Cost | | ---------------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Twin-linked Autocannon | 24" | 48" | - | - | 7 | -2 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 185 | \* [Rockgrinder](/docs/gangs/gang-additions/vehicles/rockgrinder#rockgrinder-1) only ### Twin-linked Heavy Las Carbine _Source: House of Artifice_ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Twin-linked Heavy Las Carbine | 15” | 30” | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> | \* | - | \* ['Arachni-Rig' Servo-suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) only <!-- | +Custom (Lisbeth) | 15” | 30” | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> | -->
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Heavy Weapons ## Trading Post ### Autocannon _Autocannon are staples of the Imperium’s armies, and Necromunda produces them by the million. Hefty self-loading cannon, their heavy shells are usually wasted on soft targets, though the noise they make and their ability to punch through barricades, doors and people means they have found a place in many gangs._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autocannon\* | 24” | 48” | - | - | 7 | -2 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 160 | ### Demiurg Energy Drill _This energy drill is more an alien mining tool than a true weapon, though humans have found that, at short ranges, these heavy lasers can be devastating. Bought from the void-faring Demiurg, usually through third parties such as Squat prospectors or wasteland junkers, some of these drills find their way into the underhive. Drills are usually good only for a few shots each battle, and then only up close, but there are few things they cannot cut through._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Demiurg energy drill\* | 3” | 9” | +2 | - | 7 | -4 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I9 | 100 | ### Grav Cannon _A heavy version of the grav-gun, the grav cannon is normally restricted to military use. Sometimes gangs might get their hands on these powerful weapons to use against their enemies with predictably devastating results._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Grav cannon\* | 20” | 80” | -1 | +1 | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 140 | ### Harpoon Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Harpoon launcher\* | 6” | 18” | +2 | - | 5 | -3 | 1 | 5+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9 | 110 | ### Heavy Bolter | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy bolter\* | 18” | 36” | +1 | - | 5 | -2 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 160 | ### Heavy Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy flamer\* | T | - | - | - | 5 | -2 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 195 | ### Heavy Stubber | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy stubber\* | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R7 | 130 | | - static round | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I10 | +15 | | - warp round | 20” | 40” | - | - | 4 | -1 | 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>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I11 | +20 | ### Lascannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Lascannon\* | 24” | 48” | - | +1 | 10 | -3 | 3 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R10 | 155 | ### Mining Laser | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------ | :-: | :--: | | Mining laser\* | 18” | 24” | - | -1 | 9 | -3 | 3 | 3+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9 | 125 | ### Missile Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Missile launcher\* | | | | | | | | | | R10 | 165 | | - frag missiles | 24” | 48” | +1 | - | 4 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | - | +0 | | - krak missiles | 24” | 48” | +1 | - | 6 | -2 | 3 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | - | +0 | ### Mole Launcher _Mole Launchers are old Imperium technology still used by some Astra Militarum regiments, and their effectiveness in subterranean fighting has made the weapon popular in the hellish battlefields of the underhive._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Mole launcher\* | 20” | 60” | -1 | - | 6 | -2 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, Burrowing, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R11 | 100 | ### Multi-Melta | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Multi-melta\* | 12” | 24” | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R11 | 180 | ### Plasma Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma cannon\* | | | | | | | | | | R11 | 130 | | - low | 18” | 36” | +1 | - | 6 | -1 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - maximal | 18” | 36” | +1 | - | 8 | -2 | 3 | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ### Seismic Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Seismic cannon\* | | | | | | | | | | R10 | 140 | | -short wave | 12” | 24” | - | -1 | 6 | -1 | 2 | 5+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - long wave | 12” | 24” | -1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ## Exclusive ### Assault Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Assault Cannon | 12” | 24” | +1 | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | - | \* Iron Automata only ### Charge Caster | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Charge caster | | | | | | | | | | \* | 155 | | - Shock blast rocket | 20" | 40" | +1 | - | 4 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - Krak rocket | 20” | 40" | +1 | - | 6 | -2 | 3 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* Ash Wastes Nomads only | ### Concussion Cannon | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost | | ----------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | ---- | | Concussion Cannon | 9" | 18" | +1 | - | 4 | -1 | 2 | 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> | \* | 80 | \* [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata) only ### Heavy Blaster | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Heavy Blaster | 12" | 36" | +1 | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 140 | \* Ash Wastes Nomads only ### Heavy Bolter | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Gunk | 18” | 36” | - | -1 | 5 | -2 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | ^ | 15 | | + Vartijan (Exo-driller) | 18" | 36” | +1 | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip> | \* | 50 | ^ Not in the 2023 Core Rules \* Ironhead Squat Prospectors only ### Heavy Concussion Ram | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Heavy Concussion Ram | 15” | 30” | +1 | - | 4 | -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> | \* | 70 | \* Palanite and Badzone enforcers only ### Heavy Crossbow | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost | | ------------ | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Frag Shell | 15” | 30” | - | -1 | 4 | -4 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | - Krak shell | 15” | 30” | - | -1 | 6 | -2 | 2 | 6+ | <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 125 | \* House Cawdor only _Source: House of Faith_ ### Heavy Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Vartijan | T | - | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 210 | \* Ironhead Squat Prospectors only ### Heavy Stubber | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R8^ | 10 | | - Plantbuster | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9^ | 15 | | - Rad | 20” | 40” | - | -1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | R9^ | 20 | | + Turret ~ burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | - | | ~ suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | - | - | <!-- | - Tracer (Vorgen Mortz) | 20” | 40” | - | -2 | 4 | -2 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | | + Custom <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> (Stig-shambler) | 20” | 40” | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | --> ### ‘Krumper’ Rivet Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | ‘Krumper’ Rivet Cannon | | | | | | | | | | \* | 70 | | ~ Rapid Fire | 3” | 9” | +2 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | ~ Super-heated | 3” | 9” | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | + Heavy ~ rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | ~ Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* House Goliath only ### Mortar | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Mortar | 24" | 48" | -1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 115 | \* [Ridgerunner](/docs/gangs/gang-additions/vehicles/ridgerunner#ridgerunner-1) only ### Rad Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Rad Cannon\* | 16” | 32” | - | -1 | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 130 | | - Emplacement | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* Van Saar only ### Seismic Crusher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------- | :-: | :--: | | Seismic crusher | T | - | - | - | 2 | - | 1 | 6+ | Concussive, <Tooltip type="traits" content="seismic">Seismic</Tooltip> | \* | - | \* [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) only ### SLHG Pattern Assault Ram ‘Sledge Hammer’ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | SLHG Pattern Assault Ram | | | | | | | | | | \* | 90 | | Assault Ram | E | 2” | - | - | +2 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip><Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Auxiliary grenade launcher with 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> | | Auxiliary grenade launcher with choke gas grenades | 6" | 24" | -1 | - | 3 | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* Palanite and Badzone Enforcers only ### Twin-linked Assault Grenade Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Twin-linked Assault Grenade Launcher | | | | | | | | | | \_ | 65\* | | - Frag | 6” | 24” | -1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | - | +0 | | - Stun rounds | 6” | 18” | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - Krak | 6” | 24” | -1 | - | 6 | - | 2 | 6+ | - | - | \* | +30 | | - Smoke | 6” | 24” | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | \* | +20 | \* House Goliath only _Source: House of Chains_ ### Twin-linked Autocannon | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits |AL | Cost | | ---------------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Twin-linked Autocannon | 24" | 48" | - | - | 7 | -2 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | \* | 185 | \* [Rockgrinder](/docs/gangs/gang-additions/vehicles/rockgrinder#rockgrinder-1) only ### Twin-linked Heavy Las Carbine _Source: House of Artifice_ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Twin-linked Heavy Las Carbine | 15” | 30” | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> | \* | - | \* ['Arachni-Rig' Servo-suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) only <!-- | +Custom (Lisbeth) | 15” | 30” | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="twin-linked">Twin-linked</Tooltip> | -->
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# Vehicle Movement ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ## Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check. ## Obstacles Obstacles are any free standing terrain feature measuring no more than 2" high and no more than 2" across, such as barricades, barrels and pipelines. Vehicles may cross obstacles as they move, and in doing so will destroy the obstacle and cause it to be removed from the battlefield. However, when moving across an obstacle in this way, a vehicle may take damage – see [Colliding with Terrain](/docs/rules/vehicles/vehicle-impacts#colliding-with-terrain). ## Structures (Sturdy & Flimsy) Structures are any terrain feature measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Vehicles may not climb up onto structures as they move. Structures can be either sturdy or flimsy. Vehicles may suffer damage when colliding with a structure, and if flimsy the structure will be destroyed, a sturdy structure cannot be destroyed (see [Colliding with Terrain](/docs/rules/vehicles/vehicle-impacts#colliding-with-terrain)). ## Vehicles And Falling Sometimes, whether due to a particularly foolhardy driver deliberately driving off or a vehicle losing control/ being rammed, a vehicle will fall off an elevated height. When this happens the vehicle must pass a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) with a cumulative -1 modifier for every 3" fallen, rounding up to the nearest inch. In addition they take a hit (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#2-make-wound-roll)) resolving Damage against the Rear Toughness and Drive location.
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2024-06-13 20:34:24.508078
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# Vehicle Movement ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ## Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check. ## Obstacles Obstacles are any free standing terrain feature measuring no more than 2" high and no more than 2" across, such as barricades, barrels and pipelines. Vehicles may cross obstacles as they move, and in doing so will destroy the obstacle and cause it to be removed from the battlefield. However, when moving across an obstacle in this way, a vehicle may take damage – see [Colliding with Terrain](/docs/rules/vehicles/vehicle-impacts#colliding-with-terrain). ## Structures (Sturdy & Flimsy) Structures are any terrain feature measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Vehicles may not climb up onto structures as they move. Structures can be either sturdy or flimsy. Vehicles may suffer damage when colliding with a structure, and if flimsy the structure will be destroyed, a sturdy structure cannot be destroyed (see [Colliding with Terrain](/docs/rules/vehicles/vehicle-impacts#colliding-with-terrain)). ## Vehicles And Falling Sometimes, whether due to a particularly foolhardy driver deliberately driving off or a vehicle losing control/ being rammed, a vehicle will fall off an elevated height. When this happens the vehicle must pass a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) with a cumulative -1 modifier for every 3" fallen, rounding up to the nearest inch. In addition they take a hit (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#2-make-wound-roll)) resolving Damage against the Rear Toughness and Drive location.
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# 118. Battle of the Riftways _“Keep going! We don’t stop until we breach the ash gate!”_ \- Jorgsa, Scrap Forgers, House Goliath In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes & Rolling Roads). Mark out 3 Roadways connecting the Leading and Trailing Edges together. These roads can merge and split from each other. Barricades and debris should be scattered on the roads. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (D3+1) + Reinforcements. Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment - **Defender:** Anywhere. - **Attacker:** Within 3" of the Trailing Edge. ## Reinforcements Defender: - Round 1-3: D3. - Round 4: All remaining models. - Within 8" of the Leading Edge and at least 3" from enemies (deployed by the controlling gang). ## Riftways (Battlefield Surface) This scenario only uses the following custom Battlefield Surface: - Models moving off a road are immediately OoA. ## Journey To The Ash Gate _A gang races across a series of narrow bridges to breach an ash gate._ The battle starts with Rolling Roads and later turns into regular Ash Wastes: - Round 1-4: Ash Wastes & Rolling Roads. - Round 5+: Sector Mechanicus. ## Rolling Roads Apply the following: Round 1-3: - Roadways: The 3 roadways must continue (cannot suddenly stop). - Terrain: Only use barricades along the roadways. Round 4: - Platform: All revealed battlefield is considered to be a road surface (effectively a relatively safe 8" platform at the end of the battlefield). - Ash Gate: A large structure (for example Gang Stronghold) should be set up in the centre of the Leading Edge (this is in addition to the normal amount of terrain added this round). Fighters that are left behind rejoin as follows: - Attacker: From the Trailing Edge (as normal). - Defender: From the Leading Edge. ## The Ash Gate Attackers can target the ash gate as any other model: - T8, 6W, 3+ save. - Cannot benefit from cover. - Destroyed when reduced to 0 Wounds. ## Sentry Guns Apply the following in the End phase of round 5 and each subsequent End phase: - The closest attacking vehicle within 12" of the ash gate suffers the following hit on a 4+: - S6, AP-2, D2. ## Ending the Battle The battle ends if any of the following is true: - The ash gate is destroyed. - Only the defender remains in any End phase. ## Victory The attacker wins if the ash gate is destroyed. Otherwise the defender wins. ## Rewards ### Credits - Winner: 3D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for destroying the ash gate. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Gate 17 If players wish, they may use this scenario to represent the Goliath attack on Gate 17. In order to do this, make the following changes: - The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers. - The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Vehicles', 'Rolling Roads', 'Narrative Scenario']
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# 118. Battle of the Riftways _“Keep going! We don’t stop until we breach the ash gate!”_ \- Jorgsa, Scrap Forgers, House Goliath In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes & Rolling Roads). Mark out 3 Roadways connecting the Leading and Trailing Edges together. These roads can merge and split from each other. Barricades and debris should be scattered on the roads. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (D3+1) + Reinforcements. Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment - **Defender:** Anywhere. - **Attacker:** Within 3" of the Trailing Edge. ## Reinforcements Defender: - Round 1-3: D3. - Round 4: All remaining models. - Within 8" of the Leading Edge and at least 3" from enemies (deployed by the controlling gang). ## Riftways (Battlefield Surface) This scenario only uses the following custom Battlefield Surface: - Models moving off a road are immediately OoA. ## Journey To The Ash Gate _A gang races across a series of narrow bridges to breach an ash gate._ The battle starts with Rolling Roads and later turns into regular Ash Wastes: - Round 1-4: Ash Wastes & Rolling Roads. - Round 5+: Sector Mechanicus. ## Rolling Roads Apply the following: Round 1-3: - Roadways: The 3 roadways must continue (cannot suddenly stop). - Terrain: Only use barricades along the roadways. Round 4: - Platform: All revealed battlefield is considered to be a road surface (effectively a relatively safe 8" platform at the end of the battlefield). - Ash Gate: A large structure (for example Gang Stronghold) should be set up in the centre of the Leading Edge (this is in addition to the normal amount of terrain added this round). Fighters that are left behind rejoin as follows: - Attacker: From the Trailing Edge (as normal). - Defender: From the Leading Edge. ## The Ash Gate Attackers can target the ash gate as any other model: - T8, 6W, 3+ save. - Cannot benefit from cover. - Destroyed when reduced to 0 Wounds. ## Sentry Guns Apply the following in the End phase of round 5 and each subsequent End phase: - The closest attacking vehicle within 12" of the ash gate suffers the following hit on a 4+: - S6, AP-2, D2. ## Ending the Battle The battle ends if any of the following is true: - The ash gate is destroyed. - Only the defender remains in any End phase. ## Victory The attacker wins if the ash gate is destroyed. Otherwise the defender wins. ## Rewards ### Credits - Winner: 3D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for destroying the ash gate. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Gate 17 If players wish, they may use this scenario to represent the Goliath attack on Gate 17. In order to do this, make the following changes: - The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers. - The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers. :::
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# 5. Sneak Attack _A gang that really wants to make itself known may raid deep into an enemy territory, hoping to steal goods and defile something sacred._ _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** ## 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: 7 tiles. The winner of a roll-off places the first tile. This tile marks the centre of the battlefield. Take turns placing 6 more tiles, adjacent to the first tile. ## 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) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender sets up their sentries anywhere on the battlefield, and a gang relic anywhere within 6” of one edge of the battlefield. The attacker then sets up each of their fighters within 4” of any edge of the battlefield and must be within 4” of another member of the crew. The attacker is free to use all edges. :::danger House Rule (Necrodamus) The Relic should be deployed within 6” of the centre, or the attackers should deploy on the opposite battlefield edge. ::: ## Gang Relics _The attacker is trying to defile a gang relic, the defenders are trying to stop them._ - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling a Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Reinforcements - D3 defenders. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). :::danger House Rule (Necrodamus) Reinforcements should only arrive in each turn after the alarm is raised (including the round that the alarm is raised). ::: ## Fleeing the Battlefield If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The attacking Leader is considered to have defiled the gang relic. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins by having remaining fighters (not including Seriously Injured fighters) and defiled the gang relic. The defender wins by having remaining fighters (not including Seriously Injured fighters) and the gang relic is not defiled. Otherwise it is a draw. ## Rewards #### Credits - If the Gang Relic **was** defiled: - D6x10 to the attacker. - D3x10 to the defender. - If the gang relic was **not** defiled: - D6x10 to the defender. - D3x10 to the attacker. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to an attacking fighter defiling a relic. - +1 to the Leader of the gang which had fighters on the battlefield at the end of the battle (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 if the gang relic was defiled. - -2 to the defender if the gang relic was defiled. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['zone-mortalis', 'sector-mechanicus', 'home-advantage']
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# 5. Sneak Attack _A gang that really wants to make itself known may raid deep into an enemy territory, hoping to steal goods and defile something sacred._ _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** ## 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: 7 tiles. The winner of a roll-off places the first tile. This tile marks the centre of the battlefield. Take turns placing 6 more tiles, adjacent to the first tile. ## 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) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender sets up their sentries anywhere on the battlefield, and a gang relic anywhere within 6” of one edge of the battlefield. The attacker then sets up each of their fighters within 4” of any edge of the battlefield and must be within 4” of another member of the crew. The attacker is free to use all edges. :::danger House Rule (Necrodamus) The Relic should be deployed within 6” of the centre, or the attackers should deploy on the opposite battlefield edge. ::: ## Gang Relics _The attacker is trying to defile a gang relic, the defenders are trying to stop them._ - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling a Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Reinforcements - D3 defenders. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). :::danger House Rule (Necrodamus) Reinforcements should only arrive in each turn after the alarm is raised (including the round that the alarm is raised). ::: ## Fleeing the Battlefield If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The attacking Leader is considered to have defiled the gang relic. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins by having remaining fighters (not including Seriously Injured fighters) and defiled the gang relic. The defender wins by having remaining fighters (not including Seriously Injured fighters) and the gang relic is not defiled. Otherwise it is a draw. ## Rewards #### Credits - If the Gang Relic **was** defiled: - D6x10 to the attacker. - D3x10 to the defender. - If the gang relic was **not** defiled: - D6x10 to the defender. - D3x10 to the attacker. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to an attacking fighter defiling a relic. - +1 to the Leader of the gang which had fighters on the battlefield at the end of the battle (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 if the gang relic was defiled. - -2 to the defender if the gang relic was defiled. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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# 67. Big Bar Brawl _A drunken insult leads to a free-for-all in the local drinking hole._ **Source: House of Iron** :::info Designer's Note: Challenge Accepted! While the scenarios presented here have been designed specifically for House Orlock gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios – such as the Big Bar Brawl where multiple gangs punch it out in a drunken free-for-all in the middle of some underhive drinking hole. Alternatively, Road Block can make for an interesting Arbitrated battle, with the Arbitrator taking control of the road blocks and one or more gangs trying to break through to the other side of the battlefield, or even with a gang in charge of each road block as part of an uneasy alliance, their fighters under attack by the forces of the Arbitrator. ::: ## Battlefield Standard. ## Crews - Random (7). ## Tactics Cards None. ## Deployment Randomize one gang to place the first, then take turns placing all remaining fighters: - Within 12” of the centre of the battlefield. - At least 1” from another fighter. ## Drinking Hole _The fighters are all relaxing in a local drinking hole and are not armed for a gang fight. A drunken insult leads to a free-for-all._ All fighters count as being unarmed and unarmoured: - Can't make attacks with any equipped weapons. - No save from armour or field armour. - Can't use any carried Wargear. Skills work as normal (including special saves or improved fighting abilities). The Action phase is replaced by the following new phases: - Drinking phase (starts after determining priority). - Fighting phase. In both phases, take turns activating fighters, starting with the gang with priority as normal. The activation order resets between the 2 phases, so the gang with priority will activate first in both phases. #### Drinking Phase A fighter (including Seriously Injured) can choose one of the following: - Drink: Gain an intoxicated token. - Stagger: Move D6” (any direction). After all fighters have either drunk or staggered, this phase ends. #### Fighting Phase Each fighter can make a single Simple, Basic or Double action. No fighter can take more than a single action each round, regardless of any special rules or skills. Charge (Double) action: Move D6” (instead of D3+M). Each intoxicated token give the following effect: - +1T. - -1 hit modifier when attacking (a 6 will always hit). #### End Phase After all fighters have activated, move on to the End phase. Apply the following to all Engaged fighters: - Move 1” apart (directly away from each other). - Pass an Initiative test with a -1 modifier per intoxicated token or become Pinned. ## Ending the Battle The battle ends when only one gang has Standing fighters remaining at the end of any End phase. ## Victory The gang with at least 1 Standing fighter at the end of the battle is the winner. ## Rewards #### Credits - D3x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter still Standing with 4+ intoxicated tokens. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for winning.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Orlock Scenario']
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# 67. Big Bar Brawl _A drunken insult leads to a free-for-all in the local drinking hole._ **Source: House of Iron** :::info Designer's Note: Challenge Accepted! While the scenarios presented here have been designed specifically for House Orlock gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios – such as the Big Bar Brawl where multiple gangs punch it out in a drunken free-for-all in the middle of some underhive drinking hole. Alternatively, Road Block can make for an interesting Arbitrated battle, with the Arbitrator taking control of the road blocks and one or more gangs trying to break through to the other side of the battlefield, or even with a gang in charge of each road block as part of an uneasy alliance, their fighters under attack by the forces of the Arbitrator. ::: ## Battlefield Standard. ## Crews - Random (7). ## Tactics Cards None. ## Deployment Randomize one gang to place the first, then take turns placing all remaining fighters: - Within 12” of the centre of the battlefield. - At least 1” from another fighter. ## Drinking Hole _The fighters are all relaxing in a local drinking hole and are not armed for a gang fight. A drunken insult leads to a free-for-all._ All fighters count as being unarmed and unarmoured: - Can't make attacks with any equipped weapons. - No save from armour or field armour. - Can't use any carried Wargear. Skills work as normal (including special saves or improved fighting abilities). The Action phase is replaced by the following new phases: - Drinking phase (starts after determining priority). - Fighting phase. In both phases, take turns activating fighters, starting with the gang with priority as normal. The activation order resets between the 2 phases, so the gang with priority will activate first in both phases. #### Drinking Phase A fighter (including Seriously Injured) can choose one of the following: - Drink: Gain an intoxicated token. - Stagger: Move D6” (any direction). After all fighters have either drunk or staggered, this phase ends. #### Fighting Phase Each fighter can make a single Simple, Basic or Double action. No fighter can take more than a single action each round, regardless of any special rules or skills. Charge (Double) action: Move D6” (instead of D3+M). Each intoxicated token give the following effect: - +1T. - -1 hit modifier when attacking (a 6 will always hit). #### End Phase After all fighters have activated, move on to the End phase. Apply the following to all Engaged fighters: - Move 1” apart (directly away from each other). - Pass an Initiative test with a -1 modifier per intoxicated token or become Pinned. ## Ending the Battle The battle ends when only one gang has Standing fighters remaining at the end of any End phase. ## Victory The gang with at least 1 Standing fighter at the end of the battle is the winner. ## Rewards #### Credits - D3x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter still Standing with 4+ intoxicated tokens. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for winning.
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Post-battle Sequence 1. **Wrap Up.** Succumbing to injuries, being captured and recovery. 1. **Alignment Checks.** Law & Misrule: check if alignment has changed. 1. **Assign/Reassign Resource.** Claim territories or other resources if appropriate. 1. **Receive Rewards.** Apply Scenario rewards, including reputation. 1. **Collect Income.** Calculate your income for each resource. 1. **Post-battle Actions.** Make trades, visit the Doc and make repairs. 1. **Update Roster.** Apply XP and level up in Yaktribe! ## 1. Wrap Up Any events that take place ‘at the end of the battle’ are triggered here. #### Succumbing to Injuries Seriously Injured fighters (that fled during the battle or remained at the end of the battle) survive without Lasting Injuries on a 3+. On a 1-2, they succumb to their injuries and are treated as having gone Out of Action, suffering a Lasting Injury as normal. #### Being Captured If only one gang has fighters left on the battlefield at the end of a battle, roll 2D6 and add the following modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. Capture levels: - **Standard:** 13+ - **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). #### Fighters Recover Fighters that were in recovery during this battle are now healed and available again. ## 2. Alignment Checks #### Law & Misrule Make an Alignment test for each Sub-plot claimed that does not match the gang’s alignment: Roll a number of D6s specified by the claimed Sub-plot(s). In addition, add a D6 per Law Abiding fighter in the gang that: - Took part in the battle. - Equipped with Illegal item(s). If any D6 rolls a 1, the gang’s actions have caused their alignment to change. Gangs that can't change alignment lose 5 Reputation instead when failing an alignment test. :::danger House Rule Underdog bonuses: - XP (win/lose) - Credits - Giant Killer Bonus (win) Other: - Income tax - Steal/Destroy Resource (win) ::: ## 3. Assign/Reassign Resource #### Dominion and Law & Misrule The winner claims the Resource. In case of a draw, the Resource is not assigned/reassigned. #### Uprising If the winning gang inflicted 3x as many Out of Action results as was suffered (not counting fighters that escaped or fled), capture a random (non-permanent) Resource from the opponent (if they have any remaining). :::danger House Rule (A&A) Scenario Rewards are capped at 4D6x10 Credits. ::: ## 4. Receive Rewards Receive rewards according to the scenario. #### Claiming Scrap (Wrecked Vehicles) If only one gang remained on the battlefield, gain D3x10 credits per wrecked enemy vehicle (the vehicles are then reclaimed by their owners). **Outlanders:** Build Structures (after receiving rewards). #### Gaining and Losing Reputation Reputation can be modified in a number of ways. Apply gains before losses (Reputation can't go below 1). ## 5. Collect Income Collect income from each Resource including any just gained. - **Dominion:** After each battle. - **Law & Misrule:** After each battle. - **Uprising:** After the first battle in each cycle. ## 6. Post-Battle Actions Each Leader or Champion can make one post-battle action each (except if In Recovery, Captured or dead etc.): - Trade (2 types): - Regular Trade (Trading Post) - Black Market Trade (Black Market) - Escort critically injured fighter to the Doc (costs 2D6x10 credits per action). - Negotiate Repairs (cost varies). - Uprising: - Scavenging (phase 3) In addition, the gang can make the following actions any number of times: - Handle Captives: - Dominion - Sell - Trade - Law & Misrule - Claim Bounties - Trade - Dispose - Uprising - Dispose - Trade - Phase 3: +1 Meat portion. - Visit the Trading Post ### Choose a Trade Action Each eligible fighter can make one trade action each. These are chosen individually per fighter: - Trading Post & Black Market: Rare items. - Black Market Trade: Illegal items. Depending on Alignment, fighters may need to take a test for the trade action. #### Rare Items (Trading Post & Black Market) **Law Abiding:** Automatically pass test. **Outlaw:** Pass a Cool test. #### Illegal Items (Black Market) **Law Abiding:** Pass an Intelligence test. **Outlaw:** Automatically pass test #### Trading The gang can make 2 separate rolls (one for Rare items and one for Illegal items). - Rare items availability: 2D6 - Illegal items availability: 2D6. Finally, add any modifiers to the roll if any fighters made trade actions. The gang can now buy any number of items with an availability level equal to or lower than the roll (after applying modifiers). :::info Rarity Rolls A large selection of items for sale are rare. These are represented with an availability rating, such as Rare 9. To determine if you can purcahse rare items, roll 2D6 and add any modifiers from the below chart. For example, if checking against the Trading post and you rolled a 4 (1, 3), sent 1 leader and 1 champion, and had a reputation of 12, you would have a Rarity roll of 8 `4(2D6 roll) + 2(Leader) + 1(Champion) + 1(Reputation) = 8`. ::: #### Trade in the Wasteland Wasteland gangs have a less constrained view of either being an Outlaw or Law Abiding, with the line between the two blurred at best. If vehicles & mounts are used in the campaign, the penalties for seeking Rare/Illegal equipment are reduced by 1. #### Visiting the Trading Post - Hire fighters, crew, vehicles & vehicle upgrades (according to Gang Composition). Note that all crew must end up being assigned to a vehicle (vehicles can however be replaced or swapped). - Recruit Hangers-on (according to Reputation limit) - Sell Equipment (value - D6x10, minimum 5). - Sell damaged vehicles (25% of value):<br />Vehicles with at least one Lasting Damage can be scrapped for 25% of the cost (rounding up to the nearest 5 credits): - Including Upgrades (lost). - Not including Wargear and weapons (returned to Stash). Purchase equipment from: - Gang equipment list. - Trading Post. - Black Market. **Uprising:** Trading Post & Black Market are not available. #### Rarity roll modifiers | | Trading Post (Rare) | Black Market (Rare) | Black Market (Illegal) | | ---------------------- | ------------------- | ---------------------- | ---------------------- | | Law Abiding | - | -1 / - (Wasteland) | -2 / -1 (Wasteland) | | - Leader | +2 | +2 (Intelligence test) | +2 (Intelligence test) | | - Champion | +1 | +1 (Intelligence test) | +1 (Intelligence test) | | Outlaw | -2 / -1 (Wasteland) | - | - | | - Leader | +2 (Cool test) | +2 | +2 | | - Champion | +1 (Cool test) | +1 | +1 | | Per full 10 Reputation | +1 | +1 | +1 | ### Escort Critically Injured Fighter to the Doc 1. Make the post-battle action (for a critically injured fighter). 1. Determine the price of 2D6x10 credits. 1. Decide if you can or want to pay. 1. If the doc is not paid, the fighter dies, but you can keep any non-armour equipment. If the doc is paid, roll a D6: | D6 | Result | | --- | :---------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll a D6, add 50, and apply the result from the [Lasting Injuries table](/docs/old-campaigns/lasting-injuries-and-damage#injury-tables). | | 6 | **Full Recovery:** The fighter goes Into Recovery. | ### Negotiate Repairs 1. Make the post-battle action (for a vehicle that suffered a Lasting Damage). 1. Roll a D6 for the Chop Shop. 1. The cost will be either 50% or 25% of the vehicle's cost (rounding up to the nearest 5 credits): - Including Upgrades - Not including Wargear and weapons. 1. Decide if you can or want to pay. 1. If not paid, the vehicle is not repaired. 1. If paid, remove all existing Lasting Damages. | D6 | Result | | --- | :--------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** Cost 50%. Suffer a Persistent Rattle (+1 to future Lasting Damage rolls). | | 4-5 | **Quality Repairs:** Cost 50%. | | 6 | **Full Recovery:** Cost 25%. | ## 7. Update Roster #### Buy Advancements Fighters can [spend XP to buy Advancements](/docs/old-campaigns/experience#experience-table). #### Update Roster - Delete dead fighters - Sell damaged vehicles - Retire fighters & crew Dead fighters and vehicle crew are permanently lost. The equipment (except armour) is added to the Stash if any of the following is true: - At least 1 friendly model was on the battlefield at the end of the battle. - The fighter was taken to the Doc but still died (even if the Doc wasn’t paid). Otherwise, the dead fighter’s equipment is lost. Any fighters or vehicle crew can be retired and their equipment is added to the Stash. Vehicles without crew is returned to the Stash (and can be given to a new crew). #### Gain Bonuses From Resources and Reputation Some Resources grant additional bonuses (recruits, Hangers-on or equipment). #### Update Gang Roster After all changes are made, update the Gang Rating. Note that any other references to the Gang Rating in the post-battle sequence are referring to the value before it is updated. :::info Loss of a Leader LOSS OF A LEADER If the leader is killed or sold to the Guilders (after capture), a new Leader must be nominated from the gang according to this priority: Champion & Champion (Specialist). Ganger (Specialist) & Juve (Specialist). Other fighters. Tie-breakers: Leadership. Advancements. Choose freely. ::: <!-- | Rep | Outlaw | Law | | ----- | :------------------------------------------------------------------- | :-------------------------------------------------------------------------------------- | | 1-4 | Black Market Trade: Unrestricted access to the Black Market. | Claiming Bounties: Gain the ability to Claim Bounties for member of Outlaw gangs. | | 5-9 | Recruit: Hire one Scabber for free. | Recruit: Hire one Propagandist Hanger-on for free. | | 10-14 | Black Market Trade Discount: 10% discount on all Black Market items. | Claiming Enhanced Bounties: +50% for all bounties claimed for members of Outlaw gangs. | | 15-19 | Recruit: Hire up to 2 Outlaw Hive Scum for free (every battle). | Recruit: Hire one Bounty Hunter Hired Gun for free (every battle). | | 20-24 | Black Market Trade Discount: 25% discount on all Black Market items. | Claiming Enhanced Bounties: +100% for all bounties claimed for members of Outlaw gangs. | | Benefits of Order | Benefits of Unaligned | Benefits of Chaos | | :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- | | **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. | | D6 | Bonds of Order | Hand of Chaos | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> | | 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. | | 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> | | 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> | | 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. | | 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> | -->
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Post-battle Sequence 1. **Wrap Up.** Succumbing to injuries, being captured and recovery. 1. **Alignment Checks.** Law & Misrule: check if alignment has changed. 1. **Assign/Reassign Resource.** Claim territories or other resources if appropriate. 1. **Receive Rewards.** Apply Scenario rewards, including reputation. 1. **Collect Income.** Calculate your income for each resource. 1. **Post-battle Actions.** Make trades, visit the Doc and make repairs. 1. **Update Roster.** Apply XP and level up in Yaktribe! ## 1. Wrap Up Any events that take place ‘at the end of the battle’ are triggered here. #### Succumbing to Injuries Seriously Injured fighters (that fled during the battle or remained at the end of the battle) survive without Lasting Injuries on a 3+. On a 1-2, they succumb to their injuries and are treated as having gone Out of Action, suffering a Lasting Injury as normal. #### Being Captured If only one gang has fighters left on the battlefield at the end of a battle, roll 2D6 and add the following modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. Capture levels: - **Standard:** 13+ - **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). #### Fighters Recover Fighters that were in recovery during this battle are now healed and available again. ## 2. Alignment Checks #### Law & Misrule Make an Alignment test for each Sub-plot claimed that does not match the gang’s alignment: Roll a number of D6s specified by the claimed Sub-plot(s). In addition, add a D6 per Law Abiding fighter in the gang that: - Took part in the battle. - Equipped with Illegal item(s). If any D6 rolls a 1, the gang’s actions have caused their alignment to change. Gangs that can't change alignment lose 5 Reputation instead when failing an alignment test. :::danger House Rule Underdog bonuses: - XP (win/lose) - Credits - Giant Killer Bonus (win) Other: - Income tax - Steal/Destroy Resource (win) ::: ## 3. Assign/Reassign Resource #### Dominion and Law & Misrule The winner claims the Resource. In case of a draw, the Resource is not assigned/reassigned. #### Uprising If the winning gang inflicted 3x as many Out of Action results as was suffered (not counting fighters that escaped or fled), capture a random (non-permanent) Resource from the opponent (if they have any remaining). :::danger House Rule (A&A) Scenario Rewards are capped at 4D6x10 Credits. ::: ## 4. Receive Rewards Receive rewards according to the scenario. #### Claiming Scrap (Wrecked Vehicles) If only one gang remained on the battlefield, gain D3x10 credits per wrecked enemy vehicle (the vehicles are then reclaimed by their owners). **Outlanders:** Build Structures (after receiving rewards). #### Gaining and Losing Reputation Reputation can be modified in a number of ways. Apply gains before losses (Reputation can't go below 1). ## 5. Collect Income Collect income from each Resource including any just gained. - **Dominion:** After each battle. - **Law & Misrule:** After each battle. - **Uprising:** After the first battle in each cycle. ## 6. Post-Battle Actions Each Leader or Champion can make one post-battle action each (except if In Recovery, Captured or dead etc.): - Trade (2 types): - Regular Trade (Trading Post) - Black Market Trade (Black Market) - Escort critically injured fighter to the Doc (costs 2D6x10 credits per action). - Negotiate Repairs (cost varies). - Uprising: - Scavenging (phase 3) In addition, the gang can make the following actions any number of times: - Handle Captives: - Dominion - Sell - Trade - Law & Misrule - Claim Bounties - Trade - Dispose - Uprising - Dispose - Trade - Phase 3: +1 Meat portion. - Visit the Trading Post ### Choose a Trade Action Each eligible fighter can make one trade action each. These are chosen individually per fighter: - Trading Post & Black Market: Rare items. - Black Market Trade: Illegal items. Depending on Alignment, fighters may need to take a test for the trade action. #### Rare Items (Trading Post & Black Market) **Law Abiding:** Automatically pass test. **Outlaw:** Pass a Cool test. #### Illegal Items (Black Market) **Law Abiding:** Pass an Intelligence test. **Outlaw:** Automatically pass test #### Trading The gang can make 2 separate rolls (one for Rare items and one for Illegal items). - Rare items availability: 2D6 - Illegal items availability: 2D6. Finally, add any modifiers to the roll if any fighters made trade actions. The gang can now buy any number of items with an availability level equal to or lower than the roll (after applying modifiers). :::info Rarity Rolls A large selection of items for sale are rare. These are represented with an availability rating, such as Rare 9. To determine if you can purcahse rare items, roll 2D6 and add any modifiers from the below chart. For example, if checking against the Trading post and you rolled a 4 (1, 3), sent 1 leader and 1 champion, and had a reputation of 12, you would have a Rarity roll of 8 `4(2D6 roll) + 2(Leader) + 1(Champion) + 1(Reputation) = 8`. ::: #### Trade in the Wasteland Wasteland gangs have a less constrained view of either being an Outlaw or Law Abiding, with the line between the two blurred at best. If vehicles & mounts are used in the campaign, the penalties for seeking Rare/Illegal equipment are reduced by 1. #### Visiting the Trading Post - Hire fighters, crew, vehicles & vehicle upgrades (according to Gang Composition). Note that all crew must end up being assigned to a vehicle (vehicles can however be replaced or swapped). - Recruit Hangers-on (according to Reputation limit) - Sell Equipment (value - D6x10, minimum 5). - Sell damaged vehicles (25% of value):<br />Vehicles with at least one Lasting Damage can be scrapped for 25% of the cost (rounding up to the nearest 5 credits): - Including Upgrades (lost). - Not including Wargear and weapons (returned to Stash). Purchase equipment from: - Gang equipment list. - Trading Post. - Black Market. **Uprising:** Trading Post & Black Market are not available. #### Rarity roll modifiers | | Trading Post (Rare) | Black Market (Rare) | Black Market (Illegal) | | ---------------------- | ------------------- | ---------------------- | ---------------------- | | Law Abiding | - | -1 / - (Wasteland) | -2 / -1 (Wasteland) | | - Leader | +2 | +2 (Intelligence test) | +2 (Intelligence test) | | - Champion | +1 | +1 (Intelligence test) | +1 (Intelligence test) | | Outlaw | -2 / -1 (Wasteland) | - | - | | - Leader | +2 (Cool test) | +2 | +2 | | - Champion | +1 (Cool test) | +1 | +1 | | Per full 10 Reputation | +1 | +1 | +1 | ### Escort Critically Injured Fighter to the Doc 1. Make the post-battle action (for a critically injured fighter). 1. Determine the price of 2D6x10 credits. 1. Decide if you can or want to pay. 1. If the doc is not paid, the fighter dies, but you can keep any non-armour equipment. If the doc is paid, roll a D6: | D6 | Result | | --- | :---------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll a D6, add 50, and apply the result from the [Lasting Injuries table](/docs/old-campaigns/lasting-injuries-and-damage#injury-tables). | | 6 | **Full Recovery:** The fighter goes Into Recovery. | ### Negotiate Repairs 1. Make the post-battle action (for a vehicle that suffered a Lasting Damage). 1. Roll a D6 for the Chop Shop. 1. The cost will be either 50% or 25% of the vehicle's cost (rounding up to the nearest 5 credits): - Including Upgrades - Not including Wargear and weapons. 1. Decide if you can or want to pay. 1. If not paid, the vehicle is not repaired. 1. If paid, remove all existing Lasting Damages. | D6 | Result | | --- | :--------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** Cost 50%. Suffer a Persistent Rattle (+1 to future Lasting Damage rolls). | | 4-5 | **Quality Repairs:** Cost 50%. | | 6 | **Full Recovery:** Cost 25%. | ## 7. Update Roster #### Buy Advancements Fighters can [spend XP to buy Advancements](/docs/old-campaigns/experience#experience-table). #### Update Roster - Delete dead fighters - Sell damaged vehicles - Retire fighters & crew Dead fighters and vehicle crew are permanently lost. The equipment (except armour) is added to the Stash if any of the following is true: - At least 1 friendly model was on the battlefield at the end of the battle. - The fighter was taken to the Doc but still died (even if the Doc wasn’t paid). Otherwise, the dead fighter’s equipment is lost. Any fighters or vehicle crew can be retired and their equipment is added to the Stash. Vehicles without crew is returned to the Stash (and can be given to a new crew). #### Gain Bonuses From Resources and Reputation Some Resources grant additional bonuses (recruits, Hangers-on or equipment). #### Update Gang Roster After all changes are made, update the Gang Rating. Note that any other references to the Gang Rating in the post-battle sequence are referring to the value before it is updated. :::info Loss of a Leader LOSS OF A LEADER If the leader is killed or sold to the Guilders (after capture), a new Leader must be nominated from the gang according to this priority: Champion & Champion (Specialist). Ganger (Specialist) & Juve (Specialist). Other fighters. Tie-breakers: Leadership. Advancements. Choose freely. ::: <!-- | Rep | Outlaw | Law | | ----- | :------------------------------------------------------------------- | :-------------------------------------------------------------------------------------- | | 1-4 | Black Market Trade: Unrestricted access to the Black Market. | Claiming Bounties: Gain the ability to Claim Bounties for member of Outlaw gangs. | | 5-9 | Recruit: Hire one Scabber for free. | Recruit: Hire one Propagandist Hanger-on for free. | | 10-14 | Black Market Trade Discount: 10% discount on all Black Market items. | Claiming Enhanced Bounties: +50% for all bounties claimed for members of Outlaw gangs. | | 15-19 | Recruit: Hire up to 2 Outlaw Hive Scum for free (every battle). | Recruit: Hire one Bounty Hunter Hired Gun for free (every battle). | | 20-24 | Black Market Trade Discount: 25% discount on all Black Market items. | Claiming Enhanced Bounties: +100% for all bounties claimed for members of Outlaw gangs. | | Benefits of Order | Benefits of Unaligned | Benefits of Chaos | | :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- | | **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. | | D6 | Bonds of Order | Hand of Chaos | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> | | 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. | | 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> | | 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> | | 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. | | 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> | -->
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2024-06-13 20:34:24.508078
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331
39
### Fear If this attack would result in an Injury roll being made for any reason, no Injury roll is made and instead the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.
Unknown
Fear
Unknown
Unknown
0
0
0
0
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0
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0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
If this attack would result in an Injury roll being madefor any reason, no Injury roll is made and instead theopposing player makes a Nerve test for the target,subtracting 2 from the result. If the test fails, the targetis immediately Broken and runs for cover.
necrovox
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Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Fear If this attack would result in an Injury roll being made for any reason, no Injury roll is made and instead the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.
Unknown
Unknown
Unknown
Unknown
0
0
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39
30
### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
Unknown
Crew Operated
Unknown
Unknown
0
0
0
0
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0
0
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0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
necrovox
0
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Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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30
242
# Location Details #location ## Description * *The Abyssal Depths** * Location Type: Territory Income: `dice: 1d6` The Abyssal Depths are a treacherous and unforgiving territory, characterized by narrow tunnels, toxic waste, and unpredictable gas pockets. This territory is perfect for gangs that thrive in chaos and uncertainty. As you venture into The Abyssal Depths, the air grows thick with noxious fumes and the sound of dripping water echoes through the tunnels. The walls are slick with oil and grime, making every step a precarious balance between slipping and falling or getting stuck in the narrow passages. The darkness is only illuminated by the faint glow of luminescent fungi growing on the walls, casting an eerie light on the desolate landscape. The Abyssal Depths are home to all manner of twisted creatures that have adapted to this harsh environment. Giant worms burrow through the tunnels, their segmented bodies writhing like living serpents. Packs of razor-toothed grotto rats scavenge for scraps in the shadows, while massive, tentacled abominations lurk in the deeper recesses, waiting to snatch unsuspecting prey. Special Rules: * *Toxic Waste**: Roll a `dice: 1d6` to determine the amount of toxic waste your gang encounters each turn. On a roll of 1-2, your gang suffers a -10% penalty to income. On a roll of 3-4, your gang gains a +5% bonus to combat rolls in close quarters (e.g., tunnels, narrow corridors). On a roll of 5-6, your gang encounters no toxic waste. * **Gas Pocket**: There is a 20% chance that your gang will encounter a gas pocket during exploration. Roll a `dice: 1d6` and add the result to the roll. If the total equals or exceeds 7, your gang suffers a -10% penalty to income for the turn. Boons: * *Scavenging*: Your gang can scavenge for valuable resources in The Abyssal Depths. Roll a `dice: 1d6` and add the result to your gang's income. * **Tunnel Network**: Your gang has access to a network of tunnels that allows them to move quickly and quietly through the territory. Add +2 to all exploration rolls. What would you like to do first? Do you want to: A) Send out scouts to explore The Abyssal Depths and gather intel on potential threats B) Start recruiting new fighters for your gang C) Plan a raid on a nearby territory to expand your influence Choose your response: ## Special Rules *The Abyssal Depths** Location Type: Territory Income: `dice: 1d6` Special Rules: **Gas Pocket Gauntlet**: When a rival gang attempts to take control of The Abyssal Depths, there is a 30% chance that they will trigger a gas pocket. Roll a `dice: 1d6` and add the result to the roll. If the total equals or exceeds 7, the rival gang must make a combat test at -2 to avoid being pushed back by the toxic fumes. **Tunnel Tussle**: When engaging in combat within The Abyssal Depths, all fighters gain +1 to their combat rolls due to the narrow tunnels and unpredictable terrain. However, if the gang attempting to take control of the location is forced to retreat, they must make a morale test at -2 or risk losing 10% of their gang's strength. Boons: * *Scavenging**: Your gang can scavenge for valuable resources in The Abyssal Depths. Roll a `dice: 1d6` and add the result to your gang's income. What would you like to do first? Do you want to: A) Send out scouts to explore The Abyssal Depths and gather intel on potential threats B) Start recruiting new fighters for your gang C) Plan a raid on a nearby territory to expand your influence Choose your response: ## Income As the controller of The Abyssal Depths, your gang earns a base income of 15 credits per turn. However, due to the toxic waste and gas pockets in the territory, there's an element of uncertainty when it comes to generating income. To determine your actual income for the turn, roll a `dice: 1d6` and add the result to the base income: * If the total equals or exceeds 18, you earn the full base income of 15 credits. * If the total is 17 or lower, you suffer a -10% penalty to your income, earning only 13.5 credits (15 x 0.9). * If the total is 19 or higher, you gain a +5% bonus to your income, earning 15.75 credits (15 x 1.05). Remember, this income is generated in addition to any other sources of income your gang may have, such as selling goods or services to other gangs. Now that we have the income rules established, what would you like to do next?
Unknown
Unknown
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description * *The Abyssal Depths** * Location Type: Territory Income: `dice: 1d6` The Abyssal Depths are a treacherous and unforgiving territory, characterized by narrow tunnels, toxic waste, and unpredictable gas pockets. This territory is perfect for gangs that thrive in chaos and uncertainty. As you venture into The Abyssal Depths, the air grows thick with noxious fumes and the sound of dripping water echoes through the tunnels. The walls are slick with oil and grime, making every step a precarious balance between slipping and falling or getting stuck in the narrow passages. The darkness is only illuminated by the faint glow of luminescent fungi growing on the walls, casting an eerie light on the desolate landscape. The Abyssal Depths are home to all manner of twisted creatures that have adapted to this harsh environment. Giant worms burrow through the tunnels, their segmented bodies writhing like living serpents. Packs of razor-toothed grotto rats scavenge for scraps in the shadows, while massive, tentacled abominations lurk in the deeper recesses, waiting to snatch unsuspecting prey. Special Rules: * *Toxic Waste**: Roll a `dice: 1d6` to determine the amount of toxic waste your gang encounters each turn. On a roll of 1-2, your gang suffers a -10% penalty to income. On a roll of 3-4, your gang gains a +5% bonus to combat rolls in close quarters (e.g., tunnels, narrow corridors). On a roll of 5-6, your gang encounters no toxic waste. * **Gas Pocket**: There is a 20% chance that your gang will encounter a gas pocket during exploration. Roll a `dice: 1d6` and add the result to the roll. If the total equals or exceeds 7, your gang suffers a -10% penalty to income for the turn. Boons: * *Scavenging*: Your gang can scavenge for valuable resources in The Abyssal Depths. Roll a `dice: 1d6` and add the result to your gang's income. * **Tunnel Network**: Your gang has access to a network of tunnels that allows them to move quickly and quietly through the territory. Add +2 to all exploration rolls. What would you like to do first? Do you want to: A) Send out scouts to explore The Abyssal Depths and gather intel on potential threats B) Start recruiting new fighters for your gang C) Plan a raid on a nearby territory to expand your influence Choose your response: ## Special Rules *The Abyssal Depths** Location Type: Territory Income: `dice: 1d6` Special Rules: **Gas Pocket Gauntlet**: When a rival gang attempts to take control of The Abyssal Depths, there is a 30% chance that they will trigger a gas pocket. Roll a `dice: 1d6` and add the result to the roll. If the total equals or exceeds 7, the rival gang must make a combat test at -2 to avoid being pushed back by the toxic fumes. **Tunnel Tussle**: When engaging in combat within The Abyssal Depths, all fighters gain +1 to their combat rolls due to the narrow tunnels and unpredictable terrain. However, if the gang attempting to take control of the location is forced to retreat, they must make a morale test at -2 or risk losing 10% of their gang's strength. Boons: * *Scavenging**: Your gang can scavenge for valuable resources in The Abyssal Depths. Roll a `dice: 1d6` and add the result to your gang's income. What would you like to do first? Do you want to: A) Send out scouts to explore The Abyssal Depths and gather intel on potential threats B) Start recruiting new fighters for your gang C) Plan a raid on a nearby territory to expand your influence Choose your response: ## Income As the controller of The Abyssal Depths, your gang earns a base income of 15 credits per turn. However, due to the toxic waste and gas pockets in the territory, there's an element of uncertainty when it comes to generating income. To determine your actual income for the turn, roll a `dice: 1d6` and add the result to the base income: * If the total equals or exceeds 18, you earn the full base income of 15 credits. * If the total is 17 or lower, you suffer a -10% penalty to your income, earning only 13.5 credits (15 x 0.9). * If the total is 19 or higher, you gain a +5% bonus to your income, earning 15.75 credits (15 x 1.05). Remember, this income is generated in addition to any other sources of income your gang may have, such as selling goods or services to other gangs. Now that we have the income rules established, what would you like to do next?
Unknown
Unknown
Unknown
Unknown
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# First Principles _Source: Necromunda Core Rulebook (2023)_ In any game, there are certain conventions for all players to be aware of. In Necromunda, these include such things as when players can or cannot measure distances, when it is acceptable to change one’s mind, and so forth. ## Fighters, Vehicles & Models In games of Necromunda, players use finely-detailed models to represent the fighters and vehicles of their gangs on the battlefield. In game terms, it is sensible to be quite precise in how such things are defined in order that players can easily interpret the rules: - Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion. - Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/general-principles/conditions#mounted). - Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules. - Battlefield details such as a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) are never referred to as models but rather as markers. - Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles. ### Controlling & Opposing Player Frequently, rules will refer to the controlling player – this is the player whose model is being affected; the opposing player is their opponent. ## Take-Backs & Changing One’s Mind It is not uncommon for players of any game to secondguess themselves occasionally, saying they are about to do something before immediately changing their mind. As a general rule, players should be tolerant of this in their opponents, as they will likely do it themselves! However, once dice have been rolled for any reason, or the range of a declared action measured, players must abide by their decision; they can no longer go back and change anything that came before the dice roll or the act of measuring!
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# First Principles _Source: Necromunda Core Rulebook (2023)_ In any game, there are certain conventions for all players to be aware of. In Necromunda, these include such things as when players can or cannot measure distances, when it is acceptable to change one’s mind, and so forth. ## Fighters, Vehicles & Models In games of Necromunda, players use finely-detailed models to represent the fighters and vehicles of their gangs on the battlefield. In game terms, it is sensible to be quite precise in how such things are defined in order that players can easily interpret the rules: - Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion. - Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/general-principles/conditions#mounted). - Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules. - Battlefield details such as a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) are never referred to as models but rather as markers. - Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles. ### Controlling & Opposing Player Frequently, rules will refer to the controlling player – this is the player whose model is being affected; the opposing player is their opponent. ## Take-Backs & Changing One’s Mind It is not uncommon for players of any game to secondguess themselves occasionally, saying they are about to do something before immediately changing their mind. As a general rule, players should be tolerant of this in their opponents, as they will likely do it themselves! However, once dice have been rolled for any reason, or the range of a declared action measured, players must abide by their decision; they can no longer go back and change anything that came before the dice roll or the act of measuring!
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# Badzone Enforcers _The Palanite Enforcers keep Lord Helmawr's Peace throughout the underhives of Necromunda, often at the end of a shock baton or boltgun. Being the most overt and visible sign of Lord Helmawr's total dominion over Necromunda, the Palanite Enforcers are rightfully feared wherever they go._ _However, like much on Necromunda, appearances can be deceptive. Out in the badzones of the underhive, regular communication and consistent supply lares are impossible. However, the hive world's inhabitants cannot be allowed to believe they are beyond Helmawr's gaze. This leads to Precinct-Fortresses being set up far from the warmth of the hive's central heat sink. Initially well-supplied and with a full complement of Enforcers, these lone beacons of order are them left to their own devices to maintain the Pax Helmawr as best they can._ _Isolated as they are, Badzone Precinct Captains must abandon many of the restrictions their fellow Enforcers operate under if they are to survive, often abolishing the delineation of their forces between Palanites and Subjugators and even deputising hive scum to bulk out their numbers. Occasionally, an especially promising scum even gets accepted within the Badzone Enforcers' ranks; after all, losses must be replaced somehow. In addition, with limited resupplies of armaments making it through to them, Badzone Enforcers must rely upon whatever they can seize from other badzone elements or trade for on the open markets, with the more specialist equipment ending up in the hands of the Captains and Sergeants alone._ The following section, along with the Palanite Enforcers list, provide all the rules needed top run a Badzone Enforcers gang in your campaigns of Necromunda. ## Gang Composition Enforcers follow [normal rules](/docs/founding-a-gang/gang-creation) with the following exceptions: - Must have at least 1 Ganger per Leader / Champion. ## Fighters <FighterCard cost="125"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. </FighterCard> <FighterCard cost="55"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. #### Broken Supply Lines Gain Scarce for the following weapons: - Enforcer Boltgun. - Combat shotgun. - Concussion carbine. </FighterCard> <FighterCard cost="30"> ### Enlisted Hive Scum (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistols, Basic and Close Combat. #### Expendable Conscript Cannot benefit from or participate in **Leading By Example** or **Group Activation**. Does not trigger Nerve tests to friendly fighters without this special rule within 3” (when Seriously Injured or taken Out of Action). :::note Enlisted Hive Scum are not exactly Juves. They promote after 5 advancements like Juve. Stats like Ganger / Hive Scum. Hot-headed like Specialist Juve (Prospect). And promoted to Ganger! But they don't have Fast Learner advancement discount. So it is entirely unclear how they spend XP. To make things easy, they will be treated as Juves here. ::: </FighterCard> <FighterCard cost="100"> ### 0-1 Cyber-Mastiff (Hacked) (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 8+ | 8+ | **Weapons:** Flensing knife (same as: jaws). #### Glitchy In each activation, roll a 2+ or gain Insanity. #### 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. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Palanite Drill | | :--------- | --------- | --------- | ------- | ------- | --------- | ---------- | -------- | -------------- | | Leader | - | Primary | - | - | Secondary | Secondary | Primary | Primary | | Champion | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | | Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | | Juve | Secondary | - | - | Primary | Secondary | - | - | - | | Exotic Beast | - | - | Primary | - | Secondary | - | - | - | ## Special Rules Follow normal rules as other gangs with the following exceptions: - Ganger (Specialist): Access to Special & Heavy weapons from the gang equipment table.
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# Badzone Enforcers _The Palanite Enforcers keep Lord Helmawr's Peace throughout the underhives of Necromunda, often at the end of a shock baton or boltgun. Being the most overt and visible sign of Lord Helmawr's total dominion over Necromunda, the Palanite Enforcers are rightfully feared wherever they go._ _However, like much on Necromunda, appearances can be deceptive. Out in the badzones of the underhive, regular communication and consistent supply lares are impossible. However, the hive world's inhabitants cannot be allowed to believe they are beyond Helmawr's gaze. This leads to Precinct-Fortresses being set up far from the warmth of the hive's central heat sink. Initially well-supplied and with a full complement of Enforcers, these lone beacons of order are them left to their own devices to maintain the Pax Helmawr as best they can._ _Isolated as they are, Badzone Precinct Captains must abandon many of the restrictions their fellow Enforcers operate under if they are to survive, often abolishing the delineation of their forces between Palanites and Subjugators and even deputising hive scum to bulk out their numbers. Occasionally, an especially promising scum even gets accepted within the Badzone Enforcers' ranks; after all, losses must be replaced somehow. In addition, with limited resupplies of armaments making it through to them, Badzone Enforcers must rely upon whatever they can seize from other badzone elements or trade for on the open markets, with the more specialist equipment ending up in the hands of the Captains and Sergeants alone._ The following section, along with the Palanite Enforcers list, provide all the rules needed top run a Badzone Enforcers gang in your campaigns of Necromunda. ## Gang Composition Enforcers follow [normal rules](/docs/founding-a-gang/gang-creation) with the following exceptions: - Must have at least 1 Ganger per Leader / Champion. ## Fighters <FighterCard cost="125"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. </FighterCard> <FighterCard cost="55"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. #### Broken Supply Lines Gain Scarce for the following weapons: - Enforcer Boltgun. - Combat shotgun. - Concussion carbine. </FighterCard> <FighterCard cost="30"> ### Enlisted Hive Scum (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistols, Basic and Close Combat. #### Expendable Conscript Cannot benefit from or participate in **Leading By Example** or **Group Activation**. Does not trigger Nerve tests to friendly fighters without this special rule within 3” (when Seriously Injured or taken Out of Action). :::note Enlisted Hive Scum are not exactly Juves. They promote after 5 advancements like Juve. Stats like Ganger / Hive Scum. Hot-headed like Specialist Juve (Prospect). And promoted to Ganger! But they don't have Fast Learner advancement discount. So it is entirely unclear how they spend XP. To make things easy, they will be treated as Juves here. ::: </FighterCard> <FighterCard cost="100"> ### 0-1 Cyber-Mastiff (Hacked) (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 8+ | 8+ | **Weapons:** Flensing knife (same as: jaws). #### Glitchy In each activation, roll a 2+ or gain Insanity. #### 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. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Palanite Drill | | :--------- | --------- | --------- | ------- | ------- | --------- | ---------- | -------- | -------------- | | Leader | - | Primary | - | - | Secondary | Secondary | Primary | Primary | | Champion | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | | Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | | Juve | Secondary | - | - | Primary | Secondary | - | - | - | | Exotic Beast | - | - | Primary | - | Secondary | - | - | - | ## Special Rules Follow normal rules as other gangs with the following exceptions: - Ganger (Specialist): Access to Special & Heavy weapons from the gang equipment table.
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Causes explosive damage in a radius, ideal for clearing out clusters of enemies or disrupting formations. Effective against light and medium armor.
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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.
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# 80. Defile the Relic _A gang that really wants to make itself known may raid deep into an enemy's territory, hoping to steal goods and defile something sacred._ **Source: Hive War Rulebook 2021** ## Attacker & Defender The winner of a roll-off chooses whether to be the attacker or defender. ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). The relic is placed at the centre. ![](defile-the-relic.jpg) `R` = Gang Relic ## Crews - **Attacker:** Random (5) + Reinforcements. - **Defender:** Random (5 sentries) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (after the alarm is raised and earliest at round 2). ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Tactics Cards - Draw 2, keep 1. ## Deployment 1. **Defender:** Green. 2. **Attacker:** Red. ## Gang Relics The attacker is trying to defile a gang relic, but the defenders are aware and have guards defending it. - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling A Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Ending the Battle The battle ends if any of the following are true: - Only one gang has fighters remaining on the battlefield. - End of the 6th round. ## Victory The attacker wins if the relic is defiled and at least 1 attacking fighter (not Seriously Injured) is on the battlefield. The defender wins if the relic is not defiled and at least 1 defending fighter (not Seriously Injured) is on the battlefield. Otherwise it's a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - 1 winning fighter can roll a D6 and gain the following: | D6 | Result | | :-: | ------ | | 1 | +1" M | | 2 | +1 WS | | 3 | +1 BS | | 4 | +1 S | | 5 | +1 T | | 6 | +1 A | :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 80. Defile the Relic _A gang that really wants to make itself known may raid deep into an enemy's territory, hoping to steal goods and defile something sacred._ **Source: Hive War Rulebook 2021** ## Attacker & Defender The winner of a roll-off chooses whether to be the attacker or defender. ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). The relic is placed at the centre. ![](defile-the-relic.jpg) `R` = Gang Relic ## Crews - **Attacker:** Random (5) + Reinforcements. - **Defender:** Random (5 sentries) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (after the alarm is raised and earliest at round 2). ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Tactics Cards - Draw 2, keep 1. ## Deployment 1. **Defender:** Green. 2. **Attacker:** Red. ## Gang Relics The attacker is trying to defile a gang relic, but the defenders are aware and have guards defending it. - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling A Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Ending the Battle The battle ends if any of the following are true: - Only one gang has fighters remaining on the battlefield. - End of the 6th round. ## Victory The attacker wins if the relic is defiled and at least 1 attacking fighter (not Seriously Injured) is on the battlefield. The defender wins if the relic is not defiled and at least 1 defending fighter (not Seriously Injured) is on the battlefield. Otherwise it's a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - 1 winning fighter can roll a D6 and gain the following: | D6 | Result | | :-: | ------ | | 1 | +1" M | | 2 | +1 WS | | 3 | +1 BS | | 4 | +1 S | | 5 | +1 T | | 6 | +1 A | :::
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# Gang Additions Outside of your core gang list, there are a number of additional fighters that can be added to your gang. Many come with additional benefits, and come with drawbacks as well! These can be divided into two groups: **1. Persistent** - Exotic Beasts - Brutes - Handers-on - Vehicles & Crew **2. Temporary** - Hired Guns - Alliances Persistent additions are added as part of the growth and expansion of your gang. Temporary additions are treated more as a balancing mechanism (although alliances can be used as the foundation of a gang in their own right).
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2024-06-13 20:34:24.508078
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# Gang Additions Outside of your core gang list, there are a number of additional fighters that can be added to your gang. Many come with additional benefits, and come with drawbacks as well! These can be divided into two groups: **1. Persistent** - Exotic Beasts - Brutes - Handers-on - Vehicles & Crew **2. Temporary** - Hired Guns - Alliances Persistent additions are added as part of the growth and expansion of your gang. Temporary additions are treated more as a balancing mechanism (although alliances can be used as the foundation of a gang in their own right).
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# 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.
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# 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.
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**Voice:** David - deep **Model:** Eleven English v1 **Created:** 4/29/2024, 12:43:58 AM **Voice Settings Enabled:** false **Stability:** 0 **Similarity Boost:** 0 **Note:** [[gang-rules]] > Necromunda is a sprawling, evolving game, with numerous rules published since its 2017 version. These rules vary across publications, with some contradictions. The community has created compilations to keep the game playable. The goal of this website is to make the rules clear and accessible, consolidating all content from the 2017 release onwards. Initially based on the Necrodamus rules compilation, the 2023 Core Rules are now used verbatim (RAW), covering both these and previous publications. ![[ElevenLabs/Audio/2024-04-29_00-43-58_David - deep.mp3]] ---
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**Voice:** David - deep **Model:** Eleven English v1 **Created:** 4/29/2024, 12:43:58 AM **Voice Settings Enabled:** false **Stability:** 0 **Similarity Boost:** 0 **Note:** [[gang-rules]] > Necromunda is a sprawling, evolving game, with numerous rules published since its 2017 version. These rules vary across publications, with some contradictions. The community has created compilations to keep the game playable. The goal of this website is to make the rules clear and accessible, consolidating all content from the 2017 release onwards. Initially based on the Necrodamus rules compilation, the 2023 Core Rules are now used verbatim (RAW), covering both these and previous publications. ![[ElevenLabs/Audio/2024-04-29_00-43-58_David - deep.mp3]] ---
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ranged-weapon
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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1
60
I11
['[[esoteric]]', '[[rapid_fire]]', '[[toxin]]']
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["Rak'Gol Razor Gun"]
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# 105. Data-Purge **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 defender, the other gang is the attacker. ## Battlefield Standard. ## Crews Custom. ## Deployment Standard with the following exceptions: - Before deployment, the defender places 3 objective markers (binaric cogitator): - At least 6" from any battlefield edge. - At least 8" from other objectives. ## Tactics Cards None. ## Binaric Cogitators _The underdog has been hired to prevent other gangs from interfering with data-purging of some binaric cogitators. The attacking gang will try to halt the data-purge subroutines to preserve the data core._ Attackers can spend a Basic action (Hack Cogitator) within 1" of an objective: Pass an Intelligence test to remove it from the battlefield. ## Ending the Battle The battle ends if any of the following are true: - After round 7. - Max 1 gang has models remaining. - 2 objectives are removed. ## Victory The attacker wins if at least 2 objectives are removed or no defenders remain on the battlefield. Otherwise the defender wins. ## Rewards ### Credits - **Attacker:** D6x10 (win). - **Defender:** D6x10 per round the battle lasts (7D6x10 if only defenders remain). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker for removing at least 1 objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 (win). - +1 per removed objective (attacker). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Sector Mechanicus', 'Underdog']
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# 105. Data-Purge **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 defender, the other gang is the attacker. ## Battlefield Standard. ## Crews Custom. ## Deployment Standard with the following exceptions: - Before deployment, the defender places 3 objective markers (binaric cogitator): - At least 6" from any battlefield edge. - At least 8" from other objectives. ## Tactics Cards None. ## Binaric Cogitators _The underdog has been hired to prevent other gangs from interfering with data-purging of some binaric cogitators. The attacking gang will try to halt the data-purge subroutines to preserve the data core._ Attackers can spend a Basic action (Hack Cogitator) within 1" of an objective: Pass an Intelligence test to remove it from the battlefield. ## Ending the Battle The battle ends if any of the following are true: - After round 7. - Max 1 gang has models remaining. - 2 objectives are removed. ## Victory The attacker wins if at least 2 objectives are removed or no defenders remain on the battlefield. Otherwise the defender wins. ## Rewards ### Credits - **Attacker:** D6x10 (win). - **Defender:** D6x10 per round the battle lasts (7D6x10 if only defenders remain). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker for removing at least 1 objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 (win). - +1 per removed objective (attacker). - -1 (bottle out).
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# 113. Out of the Storm _\*kzzzz\* the Emperor they’re using the storm to attack, we’ve gotta warn \*kzzzz\*_ \- Last vox-communication from Scouting Team Epsilon 7 In this scenario, a gang attacks under the cover of an approaching dust storm. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes) with the following exception: Defender chooses a battlefield edge as its own and deploys walls and defences across the centre of the battlefield. The opposite edge is the strom front. The area between the defender's edge and the defences are intended to represent the outskirts of a settlement and the rest of the battlefield should be the ash wastes. ## Crews - Custom (7) Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the defender's half of the battlefield (closer to the defender's edge). 2. **Attacker:** Anywhere in the opposite half of the battlefield, at least 6" from the defender's half. ## 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 Coming Storm _A gang attacks under the cover of an approaching dust storm._ The storm front is the edge opposite to the defender's edge. This edge moves 6" towards the defender's edge at the start of each round. Any models the storm front moves over, or that move past the storm front during their activation disappear into the storm: - Remove them from the battlefield, but keep any Ready status (otherwise become Ready at the start of any round as normal). - When activating, make an Intelligence check: - Pass: Deployed B2B with the storm front, then activate as normal. - Fail: Remove their ready marker and check again the next time they activate. ## Battle Of Attrition Gain points in the following ways: - Enemy taken OoA: 1 VP. - Enemy Leader/Champion taken OoA: 1 VP. - Enemy vehicle Wrecked: 2 VP. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when the storm front reaches the defender’s battlefield edge. ## Victory The winner is whichever gang has the most Victory points; if both gangs are tied on Victory points then the result is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Leader or Champion 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 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Cinderak City If players wish, they may use this scenario to represent the Ash Waste Nomads’ assault of Cinderak City. In order to do this, make the following changes: - The defender should play with a mix of gangs as all are called to defend Cinderak City. Escher gangers on Cutters and Goliath Maulers are especially thematic. - The Devils in the Dust rule is in effect (see below). - The attacker should take an Ash Wastes Nomads gang of equivalent gang rating. #### Devils In The Dust Attacking Ash Waste Nomads fighters automatically pass the Intelligence check to see if they find their way out of the storm. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Vehicles', 'Narrative Scenario']
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# 113. Out of the Storm _\*kzzzz\* the Emperor they’re using the storm to attack, we’ve gotta warn \*kzzzz\*_ \- Last vox-communication from Scouting Team Epsilon 7 In this scenario, a gang attacks under the cover of an approaching dust storm. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes) with the following exception: Defender chooses a battlefield edge as its own and deploys walls and defences across the centre of the battlefield. The opposite edge is the strom front. The area between the defender's edge and the defences are intended to represent the outskirts of a settlement and the rest of the battlefield should be the ash wastes. ## Crews - Custom (7) Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the defender's half of the battlefield (closer to the defender's edge). 2. **Attacker:** Anywhere in the opposite half of the battlefield, at least 6" from the defender's half. ## 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 Coming Storm _A gang attacks under the cover of an approaching dust storm._ The storm front is the edge opposite to the defender's edge. This edge moves 6" towards the defender's edge at the start of each round. Any models the storm front moves over, or that move past the storm front during their activation disappear into the storm: - Remove them from the battlefield, but keep any Ready status (otherwise become Ready at the start of any round as normal). - When activating, make an Intelligence check: - Pass: Deployed B2B with the storm front, then activate as normal. - Fail: Remove their ready marker and check again the next time they activate. ## Battle Of Attrition Gain points in the following ways: - Enemy taken OoA: 1 VP. - Enemy Leader/Champion taken OoA: 1 VP. - Enemy vehicle Wrecked: 2 VP. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when the storm front reaches the defender’s battlefield edge. ## Victory The winner is whichever gang has the most Victory points; if both gangs are tied on Victory points then the result is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Leader or Champion 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 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Cinderak City If players wish, they may use this scenario to represent the Ash Waste Nomads’ assault of Cinderak City. In order to do this, make the following changes: - The defender should play with a mix of gangs as all are called to defend Cinderak City. Escher gangers on Cutters and Goliath Maulers are especially thematic. - The Devils in the Dust rule is in effect (see below). - The attacker should take an Ash Wastes Nomads gang of equivalent gang rating. #### Devils In The Dust Attacking Ash Waste Nomads fighters automatically pass the Intelligence check to see if they find their way out of the storm. :::
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### Neurotoxin Grenades (30 credits) - *Description*: Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively. - **Effects**: Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun. - **Use Limitation**: Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them. This new grenade type focuses on disrupting an enemy's ability to fight effectively by affecting their nervous system. The cumulative effect of repeated exposure adds a layer of strategy and unpredictability to its use in combat.
equipment
Neurotoxin Grenade
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grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun.
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Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively.
Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them.
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### Neurotoxin Grenades (30 credits) - *Description*: Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively. - **Effects**: Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun. - **Use Limitation**: Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them. This new grenade type focuses on disrupting an enemy's ability to fight effectively by affecting their nervous system. The cumulative effect of repeated exposure adds a layer of strategy and unpredictability to its use in combat.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Pre-battle Sequence :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 1. Make a Challenge 1. Recruit Hired Guns 1. Determine Scenario 1. Draw Sub-plot(s) 1. Set up the Battlefield 1. Choose Crews 1. Announce Resource Bonuses 1. Tactics Cards (specified by scenario) 1. Deployment (specified by scenario or default) ## 1. Make a Challenge A gang must challenge another gang. For campaigns with Resources, nominate an eligible Resource as the stake. If the challenged gang had captured any fighters from the challenger's gang, the captives can be the stake of the battle (instead of any resources). The challenged gang then accepts or refuses the challenge. If refused, the challenger automatically gains the stake (Resource or freeing the captives). #### Uprising Determine Ascendancy effects before each battle. Roll a D6 and apply the effects for the Allegiance that currently have Ascendancy. Effects apply to all participating gangs. ## 2. Recruit Hired Guns The underdog starts recruiting Hired Guns (roll-off in case of a tie). :::tip YAQ Then re-calculate Gang Rating including Hired Guns. ::: ## 3. Determine Scenario Roll for scenario. There are 3 options: - Default: Randomize (depending on scenario) using a scenario table (D6/2D6/D36). - Hive War (randomly generate a scenario). An underdog scenario can be selected by the underdog if the difference in Gang Rating is more than 400 and the underdog can choose the scenario. :::info Goonhammer Scenario Table <Tabs> <TabItem value="dominion" label="Dominion" default> | 2D6 | Result | Scenario Options | | :---: | :-------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="law-misrule" label="Law & Misrule"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="uprising" label="Uprising"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> </Tabs> [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: #### Zone Mortalis or Sector Mechanicus Agree whether using the Zone Mortalis or Sector Mechanicus battlefield. If no agreement can be made, the gang choosing the scenario decides (roll-off if neither gang chooses the scenario). #### Determine the Attacker & Defender - **Dominion** and **Law & Misrule:** - **Campaign Phase 1:** The gang that chose the scenario is the attacker. Roll-off if neither gang chose the scenario. - **Campaign Phase 3:** The gang that issued the challenge is the attacker (unless of course the challenged gang also holds a Wastes or Whisper Brokers Resource). - **Uprising:** - If there is a choice for scenario, the gang on the side with Ascendancy can choose. - The gang with Ascendancy is the attacker. #### Rescue Mission If a gang has captured fighters, the captured fighter’s gang can override the Scenario table and attempt a rescue mission. The captive(s) replace the Resource as the stake of the battle. ## 4. Draw Sub-plots - **Dominion (House):** Draw 1 each. - **Law & Misrule (Intrigues):** Draw 3 each. - **Uprising, Outlander:** None. _NB: A gang with an Alliance can't use Sub-plots._ ## 5. Set up the Battlefield Setup the battlefield according to the scenario or the default rules. ## 6. Choose Crews Each gang creates a crew from the available models, using one of the following methods, specified by the scenario. Unless the scenario states otherwise, the rest of the crew will not take any part in the battle. The crew can't include any models who are unable to take part in the battle for any reason (in Recovery, Captured etc.). Note that vehicles are generally only designed for Ash Wastes battlefields, however agreements can be made to include vehicles in the crew for any battlefields. #### Random (X) The crew consists of a number of randomly selected models. The size of the crew is shown in the brackets. If models with multiple equipment sets are included in the crew, a randomly determined equipment set is used. #### Custom (X) Chooses any models as the crew. If there is a number in brackets, that is the maximum number of fighters that can be included. #### Crew 1. Generate the starting crew (Random or Custom). 2. Additional models can take the starting crew size above the amount specified by the scenario: - Hired Guns. - Alliance (Guild, Recidivist or Noble). ## 7. Announce Resource Bonuses Announce any bonuses gained by Resources or Reputation that may have an effect on this battle. If a bonus is not announced, it can't be used during the battle. ## 8. Tactics Cards Draw cards as described in the scenario. (or a house ruled method) ## Additional Optional Steps - Patronage (Underdog bonus) - Badzone Environment & Event - Favours | Limit | Patronage | Cost | | ----- | :-------------------- | :--- | | 0-5 | Tactics card (Random) | 100 | | 0-2 | Tactics card (Custom) | 200 | | 0-1 | Sub-plot (Random) | 100 | | 0-1 | Sub-plot (Custom) | 200 | | 0-\* | Hanger-o | - | | 0-3 | Ganger | - | | 0-\* | Juve | - | | 0-1 | Dramatis Personae | - | | 0-1 | Bounty Hunter | - | | 0-5 | Hive Scum | - | ## Badzone Randomize: - Environment. - Event. ## Various Bonuses The table below shows which bonuses can be combined: | | Agent | Alliance | Favour | Sub-plot | | -------- | ----- | -------- | ------ | -------- | | Agent | N/A | Yes? | No | Yes | | Alliance | Yes? | N/A | No | No | | Favour | No | No | N/A | Yes | | Sub-plot | Yes | No | Yes | N/A | ## Choose Scenario | 2D6 | Dominion | Law & Misrule | Outlander | Uprising | | ----- | :--------------------------------------------------------------------- | :--------------- | :---------------- | :------------ | ------------------------------- | -------------------------- | ----------------- | -------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | Choose any. | | 4-5 | Border Dispute or | Marauders. | Looters or | The Trap. | Development: Gunk Tank. | Expansion: Settlement. | Meat Harvest. | | 6-7 | Stand-off or | Tunnel Skirmish. | Ambush or | Marauders. | Development: Mining Expedition. | Expansion: Market Mayhem. | Hit & Run or | Show of Force. | | 8-9 | Sabotage or | Sneak Attack. | Border Dispute or | Smash & Grab. | Development: Big Score. | Expansion: Stealth Attack. | Search & Destroy. | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | Choose any. | #### Ash Wastes | D6 | Near Wastes | Deep Wastes | Wild Wastes | | --- | :--------------------------------------------------------------------- | :-------------- | :------------------- | | 1 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 2 | Looters. | Fuel Hunt. | Beast. | | 3 | Marauders / Settlement Raid v2. | Breakdown. | Incoming Storm. | | 4 | Settlement Showdown. | Rescue Mission. | Ambush. | | 5 | Bone Road Death Race. | Cargo Run. | Wasteland Encounter. | | 6 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | #### Alternative Uprising Table | D36 | Uprising (Alternative) | | --- | :--------------------- | | 11 | Show of Force. | | 12 | Hit & Run. | | 13 | Search and Destroy. | | 14 | Meat Harvest. | | 15 | Propaganda. | | 16 | Scavenge. | | 21 | Public Execution. | | 22 | Takeover. | | 23 | Hunt Them Down. | | 24 | Ritual. | | 25 | Blood Rites. | | 26 | Slaughter. | | 31 | Meeeeeeeeeat! | | 32 | Daemonic Possession. | | 33 | Meat for the Grinder. | | 34 | Urban Renewal. | | 35 | War in the Shadows. | | 36 | End Times. | #### Succession Table | 2D6 | Succession | | ----- | :--------------------------------------------------------------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 4-5 | Fall of Badzones Outpost or Parley Showdown | | 6-7 | Gunk War or Battle of the Riftways | | 8-9 | Out of the Storm or Street Fight | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. |
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Pre-battle Sequence :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 1. Make a Challenge 1. Recruit Hired Guns 1. Determine Scenario 1. Draw Sub-plot(s) 1. Set up the Battlefield 1. Choose Crews 1. Announce Resource Bonuses 1. Tactics Cards (specified by scenario) 1. Deployment (specified by scenario or default) ## 1. Make a Challenge A gang must challenge another gang. For campaigns with Resources, nominate an eligible Resource as the stake. If the challenged gang had captured any fighters from the challenger's gang, the captives can be the stake of the battle (instead of any resources). The challenged gang then accepts or refuses the challenge. If refused, the challenger automatically gains the stake (Resource or freeing the captives). #### Uprising Determine Ascendancy effects before each battle. Roll a D6 and apply the effects for the Allegiance that currently have Ascendancy. Effects apply to all participating gangs. ## 2. Recruit Hired Guns The underdog starts recruiting Hired Guns (roll-off in case of a tie). :::tip YAQ Then re-calculate Gang Rating including Hired Guns. ::: ## 3. Determine Scenario Roll for scenario. There are 3 options: - Default: Randomize (depending on scenario) using a scenario table (D6/2D6/D36). - Hive War (randomly generate a scenario). An underdog scenario can be selected by the underdog if the difference in Gang Rating is more than 400 and the underdog can choose the scenario. :::info Goonhammer Scenario Table <Tabs> <TabItem value="dominion" label="Dominion" default> | 2D6 | Result | Scenario Options | | :---: | :-------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="law-misrule" label="Law & Misrule"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> <TabItem value="uprising" label="Uprising"> | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | </TabItem> </Tabs> [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: #### Zone Mortalis or Sector Mechanicus Agree whether using the Zone Mortalis or Sector Mechanicus battlefield. If no agreement can be made, the gang choosing the scenario decides (roll-off if neither gang chooses the scenario). #### Determine the Attacker & Defender - **Dominion** and **Law & Misrule:** - **Campaign Phase 1:** The gang that chose the scenario is the attacker. Roll-off if neither gang chose the scenario. - **Campaign Phase 3:** The gang that issued the challenge is the attacker (unless of course the challenged gang also holds a Wastes or Whisper Brokers Resource). - **Uprising:** - If there is a choice for scenario, the gang on the side with Ascendancy can choose. - The gang with Ascendancy is the attacker. #### Rescue Mission If a gang has captured fighters, the captured fighter’s gang can override the Scenario table and attempt a rescue mission. The captive(s) replace the Resource as the stake of the battle. ## 4. Draw Sub-plots - **Dominion (House):** Draw 1 each. - **Law & Misrule (Intrigues):** Draw 3 each. - **Uprising, Outlander:** None. _NB: A gang with an Alliance can't use Sub-plots._ ## 5. Set up the Battlefield Setup the battlefield according to the scenario or the default rules. ## 6. Choose Crews Each gang creates a crew from the available models, using one of the following methods, specified by the scenario. Unless the scenario states otherwise, the rest of the crew will not take any part in the battle. The crew can't include any models who are unable to take part in the battle for any reason (in Recovery, Captured etc.). Note that vehicles are generally only designed for Ash Wastes battlefields, however agreements can be made to include vehicles in the crew for any battlefields. #### Random (X) The crew consists of a number of randomly selected models. The size of the crew is shown in the brackets. If models with multiple equipment sets are included in the crew, a randomly determined equipment set is used. #### Custom (X) Chooses any models as the crew. If there is a number in brackets, that is the maximum number of fighters that can be included. #### Crew 1. Generate the starting crew (Random or Custom). 2. Additional models can take the starting crew size above the amount specified by the scenario: - Hired Guns. - Alliance (Guild, Recidivist or Noble). ## 7. Announce Resource Bonuses Announce any bonuses gained by Resources or Reputation that may have an effect on this battle. If a bonus is not announced, it can't be used during the battle. ## 8. Tactics Cards Draw cards as described in the scenario. (or a house ruled method) ## Additional Optional Steps - Patronage (Underdog bonus) - Badzone Environment & Event - Favours | Limit | Patronage | Cost | | ----- | :-------------------- | :--- | | 0-5 | Tactics card (Random) | 100 | | 0-2 | Tactics card (Custom) | 200 | | 0-1 | Sub-plot (Random) | 100 | | 0-1 | Sub-plot (Custom) | 200 | | 0-\* | Hanger-o | - | | 0-3 | Ganger | - | | 0-\* | Juve | - | | 0-1 | Dramatis Personae | - | | 0-1 | Bounty Hunter | - | | 0-5 | Hive Scum | - | ## Badzone Randomize: - Environment. - Event. ## Various Bonuses The table below shows which bonuses can be combined: | | Agent | Alliance | Favour | Sub-plot | | -------- | ----- | -------- | ------ | -------- | | Agent | N/A | Yes? | No | Yes | | Alliance | Yes? | N/A | No | No | | Favour | No | No | N/A | Yes | | Sub-plot | Yes | No | Yes | N/A | ## Choose Scenario | 2D6 | Dominion | Law & Misrule | Outlander | Uprising | | ----- | :--------------------------------------------------------------------- | :--------------- | :---------------- | :------------ | ------------------------------- | -------------------------- | ----------------- | -------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | Choose any. | | 4-5 | Border Dispute or | Marauders. | Looters or | The Trap. | Development: Gunk Tank. | Expansion: Settlement. | Meat Harvest. | | 6-7 | Stand-off or | Tunnel Skirmish. | Ambush or | Marauders. | Development: Mining Expedition. | Expansion: Market Mayhem. | Hit & Run or | Show of Force. | | 8-9 | Sabotage or | Sneak Attack. | Border Dispute or | Smash & Grab. | Development: Big Score. | Expansion: Stealth Attack. | Search & Destroy. | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | Choose any. | #### Ash Wastes | D6 | Near Wastes | Deep Wastes | Wild Wastes | | --- | :--------------------------------------------------------------------- | :-------------- | :------------------- | | 1 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 2 | Looters. | Fuel Hunt. | Beast. | | 3 | Marauders / Settlement Raid v2. | Breakdown. | Incoming Storm. | | 4 | Settlement Showdown. | Rescue Mission. | Ambush. | | 5 | Bone Road Death Race. | Cargo Run. | Wasteland Encounter. | | 6 | The gang with the fewest Resources chooses. Roll-off in case of a tie. | #### Alternative Uprising Table | D36 | Uprising (Alternative) | | --- | :--------------------- | | 11 | Show of Force. | | 12 | Hit & Run. | | 13 | Search and Destroy. | | 14 | Meat Harvest. | | 15 | Propaganda. | | 16 | Scavenge. | | 21 | Public Execution. | | 22 | Takeover. | | 23 | Hunt Them Down. | | 24 | Ritual. | | 25 | Blood Rites. | | 26 | Slaughter. | | 31 | Meeeeeeeeeat! | | 32 | Daemonic Possession. | | 33 | Meat for the Grinder. | | 34 | Urban Renewal. | | 35 | War in the Shadows. | | 36 | End Times. | #### Succession Table | 2D6 | Succession | | ----- | :--------------------------------------------------------------------- | | 2-3 | The gang with the most Resources chooses. Roll-off in case of a tie. | | 4-5 | Fall of Badzones Outpost or Parley Showdown | | 6-7 | Gunk War or Battle of the Riftways | | 8-9 | Out of the Storm or Street Fight | | 10-12 | The gang with the fewest Resources chooses. Roll-off in case of a tie. |
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# Underdogs – House Patronage _Source: Necromunda Core Rulebook (2023)_ Everyone loves an underdog story. In Necromunda, Gang Ratings are a measure of the strength and experience of a gang, and as gangs evolve during campaign play they might find themselves facing gangs with a Gang Rating far higher than their own. There’s always a chance that, against the odds, the underdog will fight their way to the top and cast down their archrivals. Of course, in the underhive these stories often end differently, with the newcomers ruthlessly gunned down and left for the hive’s carrion eaters. At present, scenarios manage differences in Gang Rating or differences in the credits value of starting crews through the use of additional gang tactics. Where the difference is pronounced, one player may end up with a large hand of these that can be difficult to manage. If the Arbitrator deems it appropriate for their campaign, granting additional gang tactics in this way can be replaced with the House Patronage rules. House Patronage represents extra aid and incentives sent by a gang’s patron, which could be anyone from a gang’s House to an insidious cult leader. These incentives represent a Clan House patron cashing in on debts, calling in favours and sending financial or materiel support to protect their investment – on Necromunda, life may be cheap, but a House’s interests must be protected at any cost. :::info ### Who is the Underdog? Throughout this section of rules we will talk about Underdogs. If one player’s Gang Rating or the credits value of their starting crew (whichever the scenario uses to award additional gang tactics) is lower than their opponent’s by at least 400 credits then they are the Underdog. ::: ### House Patronage Benefits Often, gangs in Necromunda will not be evenly matched; one will have a distinct advantage over the other. In most scenarios this is partially balanced by the lower rated gang gaining additional gang tactics, but if the House Patronage rules are being used and the difference is over 400 credits, this is often insufficient and so is replaced by House Patronage. If one of the gangs is the Underdog, they receive House Patronage as follows. House Patronage is represented by a number of credits that the player can spend on benefits such as Hired Guns, temporary fighters and gang tactics. Each benefit has a credits cost associated with it, as shown in the table opposite. House Patronage benefits replace any additional random gang tactics a player may receive during the pre-battle sequence as described in the scenario’s rules. The number of credits generated by House Patronage is calculated during the pre-battle sequence after step 5 (Choose Crews) and before step 6 (Announce Territory Boons). For each full 100 credit difference in each gang’s rating the Underdog receives 100 bonus credits that may only be spent on House Patronage for this battle. The list of possible House Patronage benefits is shown in the table opposite. A player may select any combination of these, adhering to the restrictions provided in each line of the table (so they may randomly select up to five gang tactics, for example): | Selections Available | House Patronage Benefit | Cost | | :------------------: | :----------------------------------------------------------------------------------------------------------------------------------- | :--------------: | | 0-5 | The Underdog may randomly generate an additional gang tactic. | 100 credits each | | 0-2 | The Underdog may choose a gang tactic. | 200 credits each | | 0-4 | The Underdog may randomly generate an Underdog gang tactic. | 200 credits each | | 0-2 | The Underdog may choose an Underdog gang tactic. | 400 credits each | | Unlimited | The Underdog may temporarily hire a Brute or Hanger-on. | Varies | | 0-3 | The Underdog may temporarily hire a Ganger from their House list. | Varies | | Unlimited | The Underdog may temporarily hire a Juve from their gang list (Palanite Enforcer gangs treat this as 0-1). | Varies | | 0-1 | The Underdog may hire a Dramatis Personae. | Varies | | 0-1 | The Underdog may hire a Bounty Hunter. | Varies | | 0-1 | The Underdog may hire a House Agent (there is no need to roll on the Petition table – the House Agent automatically joins the gang). | 80 credits | | 0-5 | The Underdog may hire a Hive Scum. | Varies | | 0-3 | Each model in the Underdog’s gang earns an additional 1 XP for taking part in the battle. | 400 credits | Any models hired as a House Patronage benefit are not added to the gang roster, as their services are secured for one battle only. For gangs that do not use the Gang Fighter (X) special rule, any Juves hired as a House Patronage benefit are not subject to normal gang composition restrictions. Costs for a fighter can be found in the relevant supplement (such as Necromunda: House of Shadow). Gangers are hired from the appropriate House list. Bounty Hunters hired as a House Patronage benefit are not subject to the “We’ll Get Our Bit…” special rule. Weapons and Wargear can be purchased for fighters hired in this way using credits generated by House Patronage. Any credits not spent are lost. Additional weapons and wargear can only be purchased for fighters hired as a House Patronage benefit and are lost at the end of the battle. Any models, including Hired Guns and Hangers-on, hired as a House Patronage benefit are automatically added to a player’s crew, regardless of the Crew Selection method. Such models are taken in addition to the usual restrictions (e.g., a gang may include two Ambots as normal and may include additional Ambots as a House Patronage benefit). Any model hired as a House Patronage benefit cannot be activated as part of a group activation and does not count as present at the start of the battle for the purpose of Bottle checks.
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# Underdogs – House Patronage _Source: Necromunda Core Rulebook (2023)_ Everyone loves an underdog story. In Necromunda, Gang Ratings are a measure of the strength and experience of a gang, and as gangs evolve during campaign play they might find themselves facing gangs with a Gang Rating far higher than their own. There’s always a chance that, against the odds, the underdog will fight their way to the top and cast down their archrivals. Of course, in the underhive these stories often end differently, with the newcomers ruthlessly gunned down and left for the hive’s carrion eaters. At present, scenarios manage differences in Gang Rating or differences in the credits value of starting crews through the use of additional gang tactics. Where the difference is pronounced, one player may end up with a large hand of these that can be difficult to manage. If the Arbitrator deems it appropriate for their campaign, granting additional gang tactics in this way can be replaced with the House Patronage rules. House Patronage represents extra aid and incentives sent by a gang’s patron, which could be anyone from a gang’s House to an insidious cult leader. These incentives represent a Clan House patron cashing in on debts, calling in favours and sending financial or materiel support to protect their investment – on Necromunda, life may be cheap, but a House’s interests must be protected at any cost. :::info ### Who is the Underdog? Throughout this section of rules we will talk about Underdogs. If one player’s Gang Rating or the credits value of their starting crew (whichever the scenario uses to award additional gang tactics) is lower than their opponent’s by at least 400 credits then they are the Underdog. ::: ### House Patronage Benefits Often, gangs in Necromunda will not be evenly matched; one will have a distinct advantage over the other. In most scenarios this is partially balanced by the lower rated gang gaining additional gang tactics, but if the House Patronage rules are being used and the difference is over 400 credits, this is often insufficient and so is replaced by House Patronage. If one of the gangs is the Underdog, they receive House Patronage as follows. House Patronage is represented by a number of credits that the player can spend on benefits such as Hired Guns, temporary fighters and gang tactics. Each benefit has a credits cost associated with it, as shown in the table opposite. House Patronage benefits replace any additional random gang tactics a player may receive during the pre-battle sequence as described in the scenario’s rules. The number of credits generated by House Patronage is calculated during the pre-battle sequence after step 5 (Choose Crews) and before step 6 (Announce Territory Boons). For each full 100 credit difference in each gang’s rating the Underdog receives 100 bonus credits that may only be spent on House Patronage for this battle. The list of possible House Patronage benefits is shown in the table opposite. A player may select any combination of these, adhering to the restrictions provided in each line of the table (so they may randomly select up to five gang tactics, for example): | Selections Available | House Patronage Benefit | Cost | | :------------------: | :----------------------------------------------------------------------------------------------------------------------------------- | :--------------: | | 0-5 | The Underdog may randomly generate an additional gang tactic. | 100 credits each | | 0-2 | The Underdog may choose a gang tactic. | 200 credits each | | 0-4 | The Underdog may randomly generate an Underdog gang tactic. | 200 credits each | | 0-2 | The Underdog may choose an Underdog gang tactic. | 400 credits each | | Unlimited | The Underdog may temporarily hire a Brute or Hanger-on. | Varies | | 0-3 | The Underdog may temporarily hire a Ganger from their House list. | Varies | | Unlimited | The Underdog may temporarily hire a Juve from their gang list (Palanite Enforcer gangs treat this as 0-1). | Varies | | 0-1 | The Underdog may hire a Dramatis Personae. | Varies | | 0-1 | The Underdog may hire a Bounty Hunter. | Varies | | 0-1 | The Underdog may hire a House Agent (there is no need to roll on the Petition table – the House Agent automatically joins the gang). | 80 credits | | 0-5 | The Underdog may hire a Hive Scum. | Varies | | 0-3 | Each model in the Underdog’s gang earns an additional 1 XP for taking part in the battle. | 400 credits | Any models hired as a House Patronage benefit are not added to the gang roster, as their services are secured for one battle only. For gangs that do not use the Gang Fighter (X) special rule, any Juves hired as a House Patronage benefit are not subject to normal gang composition restrictions. Costs for a fighter can be found in the relevant supplement (such as Necromunda: House of Shadow). Gangers are hired from the appropriate House list. Bounty Hunters hired as a House Patronage benefit are not subject to the “We’ll Get Our Bit…” special rule. Weapons and Wargear can be purchased for fighters hired in this way using credits generated by House Patronage. Any credits not spent are lost. Additional weapons and wargear can only be purchased for fighters hired as a House Patronage benefit and are lost at the end of the battle. Any models, including Hired Guns and Hangers-on, hired as a House Patronage benefit are automatically added to a player’s crew, regardless of the Crew Selection method. Such models are taken in addition to the usual restrictions (e.g., a gang may include two Ambots as normal and may include additional Ambots as a House Patronage benefit). Any model hired as a House Patronage benefit cannot be activated as part of a group activation and does not count as present at the start of the battle for the purpose of Bottle checks.
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# Dominion Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. In a Dominion Campaign, benefits of Territories are gained after each battle (including immediately after taking control of it after a battle). Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of a Territory: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Total Territories To create the total pool of Territories for the campaign, generate 3 random Territories per gang: - Include 1 random gang specific Territory per House that takes part in the campaign (only one Territory per House regardless of how many gangs there are from an individual House). - The rest of the Territories are randomized from the full set of remaining Territories. :::note Perpetual Campaigns Refreshing Territories: If Territories have been refreshed between campaigns of a perpetual campaign, determine the next campaigns Territories in the same way. However, random gang specific Territory are only guaranteed to be included based on new gangs that join. The total number of Territories is determined as usual, counting all gangs - new and old. ::: ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. Additional House Rules are at the bottom of the table. ### Boon Conditions | Initial | Definition | | ------- | ---------------------------------------------- | | F | Free | | T | Temporary, applies when holding the territory. | | O | Only applies once. | ## List of Dominion Territories ### Old Ruins **Income:** D3x10 +10 per Dome Runner. ### Settlement **Income:** D6x10. **Reputation:** +1 (T,O). **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Rogue Doc Shop **Recruit:** Rogue Doc ### Promethium Cache **Equipment:** 3 fighters gain Incendiary charges (F). **_Special:_** Re-roll any Ammo tests for Blaze weapons (T). ### Wastes **Special:** If challenged in the Phase 1, choose which Territory is at stake (instead of the challenger as normal). If challenged in the Phase 3 for a Resource already controlled by the gang, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling. ### Sludge Sea **Equipment:** 3 fighters gain Choke gas grenades (F, T). ### Workshop **Recruit:** Ammo-jack (F). ### Collapsed Dome **Income:** Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead. ### Slag Furnace **Goliath specific boons:** - **Income:** D6x5. - **Reputation:** +2 (T, O). - **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Fighting Pit **Recruit:** 2x generic Hive Scum every battle (including equipment) (F). **Goliath specific boons:** - **Reputation:** +2 (T, O). ### Smelting Works **Income:** D6x5. **Goliath specific boons:** - **Income:** D6x5, or D6x10 if also controlling Slag Furnace. ### Synth Still **Special:** Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post. **Escher specific boons:** - **Special:** Same as above, but at half the cost (rounded up). - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Stinger Mould Sprawl **Special:** During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled. **Escher specific boons:** - **Special:** Remove a single existing Lasting Injury from a fighter or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result. - **Reputation:** +1 (T, O). ### Narco Den **Income:** D6x5. **Escher specific boons:** **Income:** D6x5, or D6x10 if also in control of a Synth Still. **Reputation:** +1 (T, O). ### Mine Workings **Income:** D6x10. Add D6x10 per Ambots and Captives working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders. If the Resource changes control, the Captives remain working the mine. A Captive working the mine may not subsequently be sold to the Guilders. While a Captive is working the mine, rescue may be attempted at any time. **Orlock specific boons:** - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Tunnels **Special:** Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. **Orlock specific boons:** - **Special:** Deploy up to 6 fighters in 2 groups as described above. - **Reputation:** +1 (T, O). ### Toll Crossing **Income:** D6x5. **Orlock specific boons:** - **Special:** Get Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang. :::note YAQ The payment can't be refused by the Orlock gang. If both gangs pay for this in the same battle, it has no effect (the credits are still spent). ::: ### Generatorium **Special:** The power may be cut any round before rolling for Priority, enabling the Pitch Black rules. At the start of each End phase, before making any Bottle tests, the generators restart on a 5+ and the Pitch Black rules immediately cease to be in effect. **Van Saar specific boons:** - **Reputation:** +1 (T, O). ### Archaeotech Device **Special:** Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these additional traits (T). **Van Saar specific boons:** - **Special:** Choose 2 Traits instead of 1 from the list above (T) - **Reputation:** +2 (T, O) ### Tech Bazaar **Income:** D6x10 credits. **Equipment:** One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the Trading Post or Black Market. Roll 2D6 (add +1 for Exotic Furs): | D6 | Result | | --- | ---------------------------------------------------------------- | | 2-3 | No item gained (the fighter proves to be very poor at haggling). | | 4-7 | Common item. | | 7+ | 1 item with Rarity equal to the result. | **Van Saar specific boons:** - **Income:** D6x10 (+1D6x10 if also controlling Archaeotech Device). - **Reputation:** +1 (T,O). ### Refuse Drift **Income:** 2D6x5. If a double is rolled, a random fighter must miss the next battle (Recovery). **Cawdor specific boons:** - **Income:** 2D6x5 without the risk of a fighter going into Recovery. - **Reputation:** +1 (T, O). ### Corpse Farm **Income:** D6x10 for every fighter from either side that was deleted from their roster during the post-battle of the preceding battle. **Cawdor specific boons:** **Income:** 2D6x10 instead of D6x10 as above. **Reputation:** +1 (T, O). :::note YAQ: Only receive credits from dead fighters! ::: ### Bone Shrine **Income:** 2D6x5. **Cawdor specific boons:** - **Income:** 4D6x5 - **Reputation:** +2 (T, O). ### Drinking Hole **Reputation:** +1 (T,O). **Special:** Re-roll any failed Cool tests. If this option is used, the fighter suffers a -1 hit modifier for the rest of the battle. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate 3 enemy fighters at the start of the battle, they suffer a -1 to all tests and tests for the battle. ### Gambling Den **Reputation:** +1 (T,O). **Income:** Choose a suit of cards, then draw a card (from a deck including 2 jokers): - Same suit: Card value x 10. - Same colour: Card value x 5. - Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate a single enemy fighter at the start of the battle. That fighter takes no part in this battle. | T, O ### Needle Ways **Special:** 3 crew fighters can be infiltrated ahead of any battle. At the end of the first round, nominate any spot on the ground surface of the battlefield and set up each infiltrating fighter within 2” of that spot. **Delaque specific boons:** - **Special:** Infiltrate 6 fighters instead of 3 as described above. The fighters are divided into 2 groups. The fighters in each group must be specified before the battle. :::danger House Rule (A&A) - **Archeotek Device:** Instead of upgrading every single weapon in your gang, it can only upgrade 3 weapons. - **Gambling Den:** A fighter's debt can be absolved by paying the Delaque player D6x10 credits. ::: ## Drawing Territories When drawing territories for a campaign, use a pack of cards and the table below. | Card | Territory | | ---- | -------------------- | | ♠ 1 | Old Ruins | | ♠ 2 | Settlement | | ♠ 3 | Rogue Doc Shop | | ♠ 4 | Promethium Cache | | ♠ 5 | Wastes | | ♠ 6 | Sludge Sea | | ♠ 7 | Workshop | | ♠ 8 | Collapsed Dome | | ♠ 9 | Slag Furnace | | ♠ 10 | Fighting Pit | | ♠ 11 | Smelting Works | | ♠ 12 | Synth Still | | ♠ 13 | Stinger Mould Sprawl | | ♥ 1 | Narco Den | | ♥ 2 | Mine Workings | | ♥ 3 | Tunnels | | ♥ 4 | Toll Crossing | | ♥ 5 | Generatorium | | ♥ 6 | Archaeotech Device | | ♥ 7 | Tech Bazaar | | ♥ 8 | Refuse Drift | | ♥ 9 | Corpse Farm | | ♥ 10 | Bone Shrine | | ♥ 11 | Drinking Hole | | ♥ 12 | Gambling Den | | ♥ 13 | Needle Ways |
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# Dominion Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. In a Dominion Campaign, benefits of Territories are gained after each battle (including immediately after taking control of it after a battle). Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of a Territory: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Total Territories To create the total pool of Territories for the campaign, generate 3 random Territories per gang: - Include 1 random gang specific Territory per House that takes part in the campaign (only one Territory per House regardless of how many gangs there are from an individual House). - The rest of the Territories are randomized from the full set of remaining Territories. :::note Perpetual Campaigns Refreshing Territories: If Territories have been refreshed between campaigns of a perpetual campaign, determine the next campaigns Territories in the same way. However, random gang specific Territory are only guaranteed to be included based on new gangs that join. The total number of Territories is determined as usual, counting all gangs - new and old. ::: ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. Additional House Rules are at the bottom of the table. ### Boon Conditions | Initial | Definition | | ------- | ---------------------------------------------- | | F | Free | | T | Temporary, applies when holding the territory. | | O | Only applies once. | ## List of Dominion Territories ### Old Ruins **Income:** D3x10 +10 per Dome Runner. ### Settlement **Income:** D6x10. **Reputation:** +1 (T,O). **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Rogue Doc Shop **Recruit:** Rogue Doc ### Promethium Cache **Equipment:** 3 fighters gain Incendiary charges (F). **_Special:_** Re-roll any Ammo tests for Blaze weapons (T). ### Wastes **Special:** If challenged in the Phase 1, choose which Territory is at stake (instead of the challenger as normal). If challenged in the Phase 3 for a Resource already controlled by the gang, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling. ### Sludge Sea **Equipment:** 3 fighters gain Choke gas grenades (F, T). ### Workshop **Recruit:** Ammo-jack (F). ### Collapsed Dome **Income:** Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead. ### Slag Furnace **Goliath specific boons:** - **Income:** D6x5. - **Reputation:** +2 (T, O). - **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Fighting Pit **Recruit:** 2x generic Hive Scum every battle (including equipment) (F). **Goliath specific boons:** - **Reputation:** +2 (T, O). ### Smelting Works **Income:** D6x5. **Goliath specific boons:** - **Income:** D6x5, or D6x10 if also controlling Slag Furnace. ### Synth Still **Special:** Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post. **Escher specific boons:** - **Special:** Same as above, but at half the cost (rounded up). - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Stinger Mould Sprawl **Special:** During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled. **Escher specific boons:** - **Special:** Remove a single existing Lasting Injury from a fighter or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result. - **Reputation:** +1 (T, O). ### Narco Den **Income:** D6x5. **Escher specific boons:** **Income:** D6x5, or D6x10 if also in control of a Synth Still. **Reputation:** +1 (T, O). ### Mine Workings **Income:** D6x10. Add D6x10 per Ambots and Captives working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders. If the Resource changes control, the Captives remain working the mine. A Captive working the mine may not subsequently be sold to the Guilders. While a Captive is working the mine, rescue may be attempted at any time. **Orlock specific boons:** - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Tunnels **Special:** Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. **Orlock specific boons:** - **Special:** Deploy up to 6 fighters in 2 groups as described above. - **Reputation:** +1 (T, O). ### Toll Crossing **Income:** D6x5. **Orlock specific boons:** - **Special:** Get Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang. :::note YAQ The payment can't be refused by the Orlock gang. If both gangs pay for this in the same battle, it has no effect (the credits are still spent). ::: ### Generatorium **Special:** The power may be cut any round before rolling for Priority, enabling the Pitch Black rules. At the start of each End phase, before making any Bottle tests, the generators restart on a 5+ and the Pitch Black rules immediately cease to be in effect. **Van Saar specific boons:** - **Reputation:** +1 (T, O). ### Archaeotech Device **Special:** Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these additional traits (T). **Van Saar specific boons:** - **Special:** Choose 2 Traits instead of 1 from the list above (T) - **Reputation:** +2 (T, O) ### Tech Bazaar **Income:** D6x10 credits. **Equipment:** One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the Trading Post or Black Market. Roll 2D6 (add +1 for Exotic Furs): | D6 | Result | | --- | ---------------------------------------------------------------- | | 2-3 | No item gained (the fighter proves to be very poor at haggling). | | 4-7 | Common item. | | 7+ | 1 item with Rarity equal to the result. | **Van Saar specific boons:** - **Income:** D6x10 (+1D6x10 if also controlling Archaeotech Device). - **Reputation:** +1 (T,O). ### Refuse Drift **Income:** 2D6x5. If a double is rolled, a random fighter must miss the next battle (Recovery). **Cawdor specific boons:** - **Income:** 2D6x5 without the risk of a fighter going into Recovery. - **Reputation:** +1 (T, O). ### Corpse Farm **Income:** D6x10 for every fighter from either side that was deleted from their roster during the post-battle of the preceding battle. **Cawdor specific boons:** **Income:** 2D6x10 instead of D6x10 as above. **Reputation:** +1 (T, O). :::note YAQ: Only receive credits from dead fighters! ::: ### Bone Shrine **Income:** 2D6x5. **Cawdor specific boons:** - **Income:** 4D6x5 - **Reputation:** +2 (T, O). ### Drinking Hole **Reputation:** +1 (T,O). **Special:** Re-roll any failed Cool tests. If this option is used, the fighter suffers a -1 hit modifier for the rest of the battle. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate 3 enemy fighters at the start of the battle, they suffer a -1 to all tests and tests for the battle. ### Gambling Den **Reputation:** +1 (T,O). **Income:** Choose a suit of cards, then draw a card (from a deck including 2 jokers): - Same suit: Card value x 10. - Same colour: Card value x 5. - Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate a single enemy fighter at the start of the battle. That fighter takes no part in this battle. | T, O ### Needle Ways **Special:** 3 crew fighters can be infiltrated ahead of any battle. At the end of the first round, nominate any spot on the ground surface of the battlefield and set up each infiltrating fighter within 2” of that spot. **Delaque specific boons:** - **Special:** Infiltrate 6 fighters instead of 3 as described above. The fighters are divided into 2 groups. The fighters in each group must be specified before the battle. :::danger House Rule (A&A) - **Archeotek Device:** Instead of upgrading every single weapon in your gang, it can only upgrade 3 weapons. - **Gambling Den:** A fighter's debt can be absolved by paying the Delaque player D6x10 credits. ::: ## Drawing Territories When drawing territories for a campaign, use a pack of cards and the table below. | Card | Territory | | ---- | -------------------- | | ♠ 1 | Old Ruins | | ♠ 2 | Settlement | | ♠ 3 | Rogue Doc Shop | | ♠ 4 | Promethium Cache | | ♠ 5 | Wastes | | ♠ 6 | Sludge Sea | | ♠ 7 | Workshop | | ♠ 8 | Collapsed Dome | | ♠ 9 | Slag Furnace | | ♠ 10 | Fighting Pit | | ♠ 11 | Smelting Works | | ♠ 12 | Synth Still | | ♠ 13 | Stinger Mould Sprawl | | ♥ 1 | Narco Den | | ♥ 2 | Mine Workings | | ♥ 3 | Tunnels | | ♥ 4 | Toll Crossing | | ♥ 5 | Generatorium | | ♥ 6 | Archaeotech Device | | ♥ 7 | Tech Bazaar | | ♥ 8 | Refuse Drift | | ♥ 9 | Corpse Farm | | ♥ 10 | Bone Shrine | | ♥ 11 | Drinking Hole | | ♥ 12 | Gambling Den | | ♥ 13 | Needle Ways |
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319
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[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
ranged-weapon
Unknown
Unknown
projectile
0
0
0
3
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
9
8
24
1
0
3
1
10
R13
['[[limited]]', '[[shield_breaker]]', '[[shock]]', '[[rapid_fire]]']
0
Unknown
4+
4
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
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0
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0
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0
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0
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0
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0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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413
724
# 109. Tech Raid _“We’re near the ancestral shard lads, I can feel it in my bones!”_ \- Dalin Larsekson, The Mad Mechanic of Red Ruin, Charter Master and master engineer In this scenario, a gang breaks into the heart of a dome in order to loot as much archeotech as they can. **Source: Apocrypha: The Lost Charter** ## 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. No normal Loot caskets are placed. ## Crews - **Attacker:** Custom (7). - **Defender:** Random (D3+2) + Reinforcements. No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** 1. 6 Loot (anywhere outside 6" of any edge and other Loot). 2. Entire starting crew (within 3" of a Loot). 2. **Attacker:** Within 6" of a single battlefield edge. ## Reinforcements - Defender: D3. - Start of each End phase (starting on the 2nd round). ## 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). ## Hunt For Archeotech _The attacker is trying to recover lost pieces of archeotech that are rumoured to be held by the defender._ Only attackers can open Loot: - Opened as a normal Loot casket. - Do not roll the normal content roll. - Roll a 3+ to gain 1 point (find a piece of archeotech). - Apply a -1 modifier if it was opened with the Smash Open (Basic) action. ## Fleeing The Battlefield If one gang voluntarily bottles out and flees the battlefield, the opponent automatically wins the scenario. If the attacker wins in this way, all remaining Loot are considered opened: - No XP is awarded - Roll for each to determine if they contain the archeotech (as normal). :::danger House Rule (Necrodamus) This scenario is potentially broken! Apply this fix: If a gang voluntarily bottles out OR voluntarily flees, the other gang should automatically win. ::: ## Ending the Battle The battle ends if only 1 gang remains (end of a round). ## Victory The attacker wins if gaining 3 points. Otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to an attacker for gaining a point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Lost Charter If players wish, they may use this scenario to represent Dalin Larsekson wresting the ancestral shard from Heretics Hole. In order to do this, make the following changes: - The defender’s gang should be an Outcast gang led by an [Outcast Leader](/docs/gangs/gang-lists/outcasts#leader) with the Wyrd archetype to represent Ursan Graves and including an [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) to represent the Thinker. - The attacker’s gang should be an Ironhead Squat Prospectors gang and include an [Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute). - The Resistant to the Wyrd special rule is in effect. #### Resistant To The Wyrd If one or more Ironhead Squat Prospectors are targeted by a Wyrd Power then one of them may attempt to Disrupt the power as if they were a psyker. :::
Unknown
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0
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Unknown
0
0
2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Apocrypha Necromunda', 'Narrative Scenario']
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# 109. Tech Raid _“We’re near the ancestral shard lads, I can feel it in my bones!”_ \- Dalin Larsekson, The Mad Mechanic of Red Ruin, Charter Master and master engineer In this scenario, a gang breaks into the heart of a dome in order to loot as much archeotech as they can. **Source: Apocrypha: The Lost Charter** ## 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. No normal Loot caskets are placed. ## Crews - **Attacker:** Custom (7). - **Defender:** Random (D3+2) + Reinforcements. No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** 1. 6 Loot (anywhere outside 6" of any edge and other Loot). 2. Entire starting crew (within 3" of a Loot). 2. **Attacker:** Within 6" of a single battlefield edge. ## Reinforcements - Defender: D3. - Start of each End phase (starting on the 2nd round). ## 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). ## Hunt For Archeotech _The attacker is trying to recover lost pieces of archeotech that are rumoured to be held by the defender._ Only attackers can open Loot: - Opened as a normal Loot casket. - Do not roll the normal content roll. - Roll a 3+ to gain 1 point (find a piece of archeotech). - Apply a -1 modifier if it was opened with the Smash Open (Basic) action. ## Fleeing The Battlefield If one gang voluntarily bottles out and flees the battlefield, the opponent automatically wins the scenario. If the attacker wins in this way, all remaining Loot are considered opened: - No XP is awarded - Roll for each to determine if they contain the archeotech (as normal). :::danger House Rule (Necrodamus) This scenario is potentially broken! Apply this fix: If a gang voluntarily bottles out OR voluntarily flees, the other gang should automatically win. ::: ## Ending the Battle The battle ends if only 1 gang remains (end of a round). ## Victory The attacker wins if gaining 3 points. Otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to an attacker for gaining a point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Lost Charter If players wish, they may use this scenario to represent Dalin Larsekson wresting the ancestral shard from Heretics Hole. In order to do this, make the following changes: - The defender’s gang should be an Outcast gang led by an [Outcast Leader](/docs/gangs/gang-lists/outcasts#leader) with the Wyrd archetype to represent Ursan Graves and including an [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) to represent the Thinker. - The attacker’s gang should be an Ironhead Squat Prospectors gang and include an [Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute). - The Resistant to the Wyrd special rule is in effect. #### Resistant To The Wyrd If one or more Ironhead Squat Prospectors are targeted by a Wyrd Power then one of them may attempt to Disrupt the power as if they were a psyker. :::
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2024-06-13 20:34:24.508078
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5
100
### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
ranged-weapon
Sawn-Off Shotgun - Gas
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shotgun
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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['[[blast]]', '[[gas]]', '[[limited]]', '[[single_shot]]']
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['Sawn-Off Shotgun - Gas']
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### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
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0
0
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0
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# 64. Khimerix Hunt _Something’s stalking the gang’s turf._ **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. ::: ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard ## The Khimerix _Something’s stalking the gang's turf. The Escher have released a newly-created Khimerix into the underhive and are using a rival gang to train the half-wild beast. The Khimerix may show itself the first time blood is spilled._ <FighterCard> ### Khimerix | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Gaseous eruption breath | - | T | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Razor-sharp Talons | - | E | - | - | S+1 | -1 | 3 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Wargear:** Scaly hide (6+, 5+ against Blast/Template, same as: [Flak armour](/docs/armoury/armour#flak)). #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+. #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). #### Appearance The Khimerix does not start on the battlefield, but appears after a fighter is injured. Whenever a fighter (in any gang) suffers a Flesh Wound, is Seriously Injured or taken Out of Action, the Khimerix will appear on a 5+. Each additional time the roll is made in the same round, add 1 to the result. Once the Khimerix has appeared, do not roll for it again to appear this round. The injured fighter’s gang can place the Khimerix anywhere B2B with the injured fighter, or where the fighter was if taken Out of Action. It then immediately takes an action. #### Actions Whenever the Khimerix takes an action, use the following | Priority | Trigger | Action | | :------- | :------------------------- | :---------------------------- | | 1 | Closest fighter B2B | Fight (Basic) | | 2 | Closest fighter within 9“ | Charge (Double) | | 3 | Closest fighter within 12“ | Move (Simple) + Shoot (Basic) | | 4 | Khimerix wounded | Regeneration (Simple) | | 5 | None of the above | Return to the Shadows | The Khimerix will always target the closest fighter with its attacks. If 2 fighters are equally distant, then randomly determine the target. </FighterCard> #### Back to the Shadows If in B2B with a Seriously Injured fighter in the End phase and no other fighters within 6” of the Khimerix, it will: - Drag its prey off into the shadows (counts as going Out of Action). - Removing itself from the battlefield. If wounded by an attack, after making a save (if any), but before applying the damage, the Khimerix will make an Initiative test. If passed: - Only suffer a single wound. - Ignore any weapon traits of the attack. - Removing itself from the battlefield. In both cases, it will not appear again this round, but may appear in later rounds (as detailed above). ## Bigger Problems Fighters can only choose the Khimerix as a target while within 12” of it. ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining. - The Khimerix is taken Out of Action. ## Victory The gang that took the Khimerix Out of Action is the winner. Otherwise it is a draw. ## Rewards ##### Credits - 2D6x10 to the winning gang. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Khimerix 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 winner. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Escher Scenario']
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# 64. Khimerix Hunt _Something’s stalking the gang’s turf._ **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. ::: ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard ## The Khimerix _Something’s stalking the gang's turf. The Escher have released a newly-created Khimerix into the underhive and are using a rival gang to train the half-wild beast. The Khimerix may show itself the first time blood is spilled._ <FighterCard> ### Khimerix | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Gaseous eruption breath | - | T | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Razor-sharp Talons | - | E | - | - | S+1 | -1 | 3 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Wargear:** Scaly hide (6+, 5+ against Blast/Template, same as: [Flak armour](/docs/armoury/armour#flak)). #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+. #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). #### Appearance The Khimerix does not start on the battlefield, but appears after a fighter is injured. Whenever a fighter (in any gang) suffers a Flesh Wound, is Seriously Injured or taken Out of Action, the Khimerix will appear on a 5+. Each additional time the roll is made in the same round, add 1 to the result. Once the Khimerix has appeared, do not roll for it again to appear this round. The injured fighter’s gang can place the Khimerix anywhere B2B with the injured fighter, or where the fighter was if taken Out of Action. It then immediately takes an action. #### Actions Whenever the Khimerix takes an action, use the following | Priority | Trigger | Action | | :------- | :------------------------- | :---------------------------- | | 1 | Closest fighter B2B | Fight (Basic) | | 2 | Closest fighter within 9“ | Charge (Double) | | 3 | Closest fighter within 12“ | Move (Simple) + Shoot (Basic) | | 4 | Khimerix wounded | Regeneration (Simple) | | 5 | None of the above | Return to the Shadows | The Khimerix will always target the closest fighter with its attacks. If 2 fighters are equally distant, then randomly determine the target. </FighterCard> #### Back to the Shadows If in B2B with a Seriously Injured fighter in the End phase and no other fighters within 6” of the Khimerix, it will: - Drag its prey off into the shadows (counts as going Out of Action). - Removing itself from the battlefield. If wounded by an attack, after making a save (if any), but before applying the damage, the Khimerix will make an Initiative test. If passed: - Only suffer a single wound. - Ignore any weapon traits of the attack. - Removing itself from the battlefield. In both cases, it will not appear again this round, but may appear in later rounds (as detailed above). ## Bigger Problems Fighters can only choose the Khimerix as a target while within 12” of it. ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining. - The Khimerix is taken Out of Action. ## Victory The gang that took the Khimerix Out of Action is the winner. Otherwise it is a draw. ## Rewards ##### Credits - 2D6x10 to the winning gang. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Khimerix 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 winner. - -1 to any gang that bottled out.
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# Ironhead Squats Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :----------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | | | Autogun (Ironhead) | 25 | 25 | 25 | 25 | - | - | | Boltgun (Ironhead) | 95 | 95 | 95 | 95 | - | - | ## Pistols | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :--------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | ✓ | | | Autopistol (Ironhead) | 20 | 20 | 20 | 20 | 20 | - | | Bolt pistol (Ironhead) | 45 | 45 | 45 | 45 | 45 | - | | Hand flamer (Ironhead) | 85 | 85 | - | - | - | - | | Stone burner | 70 | 70 | - | - | - | - | | Stub gun (Ironhead) | 10 | 10 | 10 | 10 | 10 | - | | - Dumdum | 5 | 5 | 5 | 5 | 5 | - | ## Special Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :------------------ | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | G(S) | | | | | Flamer (Ironhead) | 150 | 150 | 150 | - | - | - | | Meltagun (Ironhead) | 155 | 155 | 155 | - | - | - | ## Heavy Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | ✓ | | | | Heavy bolter (Vartijan) \* | - | - | - | - | - | 50↑ | | Heavy flamer (Vartijan) \* | 210 | 210 | - | - | - | - | | Heavy stubber (Ironhead) \* | 140 | 140 | - | - | - | - | | Mining laser \* | 125 | 125 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :--------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | | | Arc welder (Custom Ironhead) | 100 | 100 | - | - | - | - | | Circular stone saw | 25 | 25 | 25 | 25 | - | - | | Gem extractor | 50 | 50 | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | - | - | | Power axe | 35 | 35 | 35 | 35 | - | - | | Power fist (Custom) | 60 | 60 | - | - | - | - | | Power hammer | 45 | 45 | 45 | 45 | - | - | | Power pick | 40 | 40 | 40 | 40 | - | - | ## Grenades | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charge | 35 | 35 | 35 | 35 | - | - | | Frag | 30 | 30 | 30 | 30 | (30) | - | | Krak | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | - | ## Armour | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :---------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | 80 | - | - | | Heavy | 100 | 100 | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | (10) | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | - | ## Field Armour | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | ## Equipment | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------------------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | - | | Drop rig | 10 | 10 | 10 | 10 | (10) | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | - | | Grav chute | 40 | 40 | 40 | 40 | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | 15 | (20) | - | | Respirator | 15 | 15 | 15 | 15 | 15 | - | ## Weapon Accessories | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :----------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | ✓ | | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 40 | 40 | 40 | 40 | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | - | - | | Suspensor (Unwieldy) | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | - | - | \*\*: Maximum one gunsight per weapon. ## Vehicle Cargo Loads | Item | Skalvian Explorator | | :----------------- | :-----------------: | | Ironhead container | 40 | ## Vehicle Upgrades | Item | Skalvian Explorator | | :--------------------------- | :-----------------: | | **Body Upgrades** | | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Reinforced armour | 20 | | Weapons stash | 20 | | **Drive Upgrades** | | | All wheel steering | 10 | | Emergency brakes | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | **Engine Upgrades** | | | Archeotech automatic reactor | 40 | | Easy turnover | 5 | | Engine shell | 15 | | Plasma coil engine | 25 | | Smoke vents | 25 | ## Weapons | Item | Skalvian Explorator | | :--------------------- | :-----------------: | | **Special** | | | Ironhead flamer | 150 | | **Heavy** | | | Ironhead heavy stubber | 140 | ## Vehicle Wargear | Item | Skalvian Explorator | | :----------------------- | :-----------------: | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 | | Smoke launchers | 20 |
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# Ironhead Squats Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :----------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | | | Autogun (Ironhead) | 25 | 25 | 25 | 25 | - | - | | Boltgun (Ironhead) | 95 | 95 | 95 | 95 | - | - | ## Pistols | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :--------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | ✓ | | | Autopistol (Ironhead) | 20 | 20 | 20 | 20 | 20 | - | | Bolt pistol (Ironhead) | 45 | 45 | 45 | 45 | 45 | - | | Hand flamer (Ironhead) | 85 | 85 | - | - | - | - | | Stone burner | 70 | 70 | - | - | - | - | | Stub gun (Ironhead) | 10 | 10 | 10 | 10 | 10 | - | | - Dumdum | 5 | 5 | 5 | 5 | 5 | - | ## Special Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :------------------ | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | G(S) | | | | | Flamer (Ironhead) | 150 | 150 | 150 | - | - | - | | Meltagun (Ironhead) | 155 | 155 | 155 | - | - | - | ## Heavy Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | ✓ | | | | Heavy bolter (Vartijan) \* | - | - | - | - | - | 50↑ | | Heavy flamer (Vartijan) \* | 210 | 210 | - | - | - | - | | Heavy stubber (Ironhead) \* | 140 | 140 | - | - | - | - | | Mining laser \* | 125 | 125 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :--------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | | | Arc welder (Custom Ironhead) | 100 | 100 | - | - | - | - | | Circular stone saw | 25 | 25 | 25 | 25 | - | - | | Gem extractor | 50 | 50 | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | - | - | | Power axe | 35 | 35 | 35 | 35 | - | - | | Power fist (Custom) | 60 | 60 | - | - | - | - | | Power hammer | 45 | 45 | 45 | 45 | - | - | | Power pick | 40 | 40 | 40 | 40 | - | - | ## Grenades | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charge | 35 | 35 | 35 | 35 | - | - | | Frag | 30 | 30 | 30 | 30 | (30) | - | | Krak | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | - | ## Armour | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :---------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | 80 | - | - | | Heavy | 100 | 100 | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | (10) | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | - | ## Field Armour | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | ## Equipment | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :-------------------------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | - | | Drop rig | 10 | 10 | 10 | 10 | (10) | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | - | | Grav chute | 40 | 40 | 40 | 40 | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | 15 | (20) | - | | Respirator | 15 | 15 | 15 | 15 | 15 | - | ## Weapon Accessories | Item | Leader | Champ | Ganger | Juve | Crew | Brute | | :----------------------------------------------- | :----: | :---: | :----: | :--: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | ✓ | | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 40 | 40 | 40 | 40 | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | - | - | | Suspensor (Unwieldy) | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | - | - | \*\*: Maximum one gunsight per weapon. ## Vehicle Cargo Loads | Item | Skalvian Explorator | | :----------------- | :-----------------: | | Ironhead container | 40 | ## Vehicle Upgrades | Item | Skalvian Explorator | | :--------------------------- | :-----------------: | | **Body Upgrades** | | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Reinforced armour | 20 | | Weapons stash | 20 | | **Drive Upgrades** | | | All wheel steering | 10 | | Emergency brakes | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | **Engine Upgrades** | | | Archeotech automatic reactor | 40 | | Easy turnover | 5 | | Engine shell | 15 | | Plasma coil engine | 25 | | Smoke vents | 25 | ## Weapons | Item | Skalvian Explorator | | :--------------------- | :-----------------: | | **Special** | | | Ironhead flamer | 150 | | **Heavy** | | | Ironhead heavy stubber | 140 | ## Vehicle Wargear | Item | Skalvian Explorator | | :----------------------- | :-----------------: | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 | | Smoke launchers | 20 |
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# 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.
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# 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.
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# Badzone: Carnivorous Plants ## Destroying Carnivorous Plants By default, Carnivorous Plants are treated like other terrain and so can't be destroyed. However, the following rules can be applied to allow fighters to clear areas of plant life and remove them from the battlefield. - 5 wounds. - Only vulnerable to Template weapons with Blaze or Gas. If hit, roll a D6: | D6 | Result | | :-: | :--------- | | 1-2 | No effect. | | 3-5 | 1 damage. | | 6 | 2 damage. | :::danger House Rule (Necrodamus) Also vulnerable to blast weapons (with Gas or Blaze). ::: ## Barbed Venomgorse #### Barbed Snares If a fighter moves within 3" during movement (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S3 Web hit. #### Wasting Toxin In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength test or gain -1 Strength. If the Strength reaches 0, the fighter goes Out of Action. ## Shardwrack Spines #### Walls of Spines If a fighter’s movement takes them within 3" (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S2 AP -3 hit. #### Spitting Spines In each End phase, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12", treated as an autopistol with BS 4+: - +1 to hit within 4”, S3, Rapid Fire (1). If the attack scores more than one hit, it must spread these out to as many models as possible. This attack can't run out of ammo. ## Grapple Weed #### Crawling Horror In each End phase, each section of Grapple Weed moves 2D6" towards the nearest fighter (whether they are visible or not). It must avoid impassable terrain but is otherwise unimpeded by terrain. It must stop its movement if it comes within 1" of another model. #### Viscous Tongues In each End phase, after moving, make a single attack against any models within 3" of it (measuring this distance from the plant’s branches), treated as a Flail with WS 3+: - Strength 4, Damage 1, Entangle Models attacked by Grapple Weed do not count as being Engaged by it.
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2024-06-13 20:34:24.508078
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# Badzone: Carnivorous Plants ## Destroying Carnivorous Plants By default, Carnivorous Plants are treated like other terrain and so can't be destroyed. However, the following rules can be applied to allow fighters to clear areas of plant life and remove them from the battlefield. - 5 wounds. - Only vulnerable to Template weapons with Blaze or Gas. If hit, roll a D6: | D6 | Result | | :-: | :--------- | | 1-2 | No effect. | | 3-5 | 1 damage. | | 6 | 2 damage. | :::danger House Rule (Necrodamus) Also vulnerable to blast weapons (with Gas or Blaze). ::: ## Barbed Venomgorse #### Barbed Snares If a fighter moves within 3" during movement (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S3 Web hit. #### Wasting Toxin In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength test or gain -1 Strength. If the Strength reaches 0, the fighter goes Out of Action. ## Shardwrack Spines #### Walls of Spines If a fighter’s movement takes them within 3" (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S2 AP -3 hit. #### Spitting Spines In each End phase, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12", treated as an autopistol with BS 4+: - +1 to hit within 4”, S3, Rapid Fire (1). If the attack scores more than one hit, it must spread these out to as many models as possible. This attack can't run out of ammo. ## Grapple Weed #### Crawling Horror In each End phase, each section of Grapple Weed moves 2D6" towards the nearest fighter (whether they are visible or not). It must avoid impassable terrain but is otherwise unimpeded by terrain. It must stop its movement if it comes within 1" of another model. #### Viscous Tongues In each End phase, after moving, make a single attack against any models within 3" of it (measuring this distance from the plant’s branches), treated as a Flail with WS 3+: - Strength 4, Damage 1, Entangle Models attacked by Grapple Weed do not count as being Engaged by it.
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# 115. Escape From Hive Zalktraa _“We’ve gotta make a break for it, quick before they come back!”_ \- Prisoner 3874 In this scenario, a gang tries to rescue one of their own from Prison Hive Zalktraa. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis or Sector Mechanicus). #### Flood: Drowned Hive The area is gradually being flooded. After terrain has been placed, each gang places one permanent Blast (12") anywhere with the effect of difficult terrain. ## Crews - **Attacker:** Custom (8). - **Defender:** Custom (4) + Reinforcements. No vehicles or mounts. If a sentry has multiple equipment sets, randomize which one is used. ## Tactics Cards - **Attacker:** Custom (3). - **Defender:** Random (2) (only usable after the alarm is raised). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Deploy sentries and the captive anywhere. 2. **Attacker:** Within 2" of any battlefield edges (can use all edges). ## The Target _A gang tries to rescue one of their own from Prison Hive Zalktraa._ This scenario is intended to be used if one or more fighters from the attacker's gang are Captured by the defender's gang. These models are the Captives. Skirmish: The attacker chooses a fighter to be the Captive. ## Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. ## Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. ## Attempt To Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------- | | 2-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. If having multiple equipment sets, randomize one to use. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured). They count as being Out of Action for the purpose of Bottle tests. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). ## Fleeing The Battlefield If the defender voluntarily bottles out and subsequently flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang remains at the end of a round. ## Victory - The attacker wins if all Captives were freed and took flight. - The defender wins if no Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive (attacker). - +1 to a Captive taking flight. - +D3 to attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 per freed Captive (to the attacker). - -1 (bottle out). :::info Narrative Variant ## Daring Breakout If players wish, they may use this scenario to represent Lady Credo leading a group of rogue Van Saar to rescue an unknown prisoner. In order to do this, make the following changes: - The attackers should be a Van Saar gang including [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo). - The defenders should be a Palanite Enforcers gang. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Zone Mortalis', 'Narrative Scenario']
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# 115. Escape From Hive Zalktraa _“We’ve gotta make a break for it, quick before they come back!”_ \- Prisoner 3874 In this scenario, a gang tries to rescue one of their own from Prison Hive Zalktraa. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis or Sector Mechanicus). #### Flood: Drowned Hive The area is gradually being flooded. After terrain has been placed, each gang places one permanent Blast (12") anywhere with the effect of difficult terrain. ## Crews - **Attacker:** Custom (8). - **Defender:** Custom (4) + Reinforcements. No vehicles or mounts. If a sentry has multiple equipment sets, randomize which one is used. ## Tactics Cards - **Attacker:** Custom (3). - **Defender:** Random (2) (only usable after the alarm is raised). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Deploy sentries and the captive anywhere. 2. **Attacker:** Within 2" of any battlefield edges (can use all edges). ## The Target _A gang tries to rescue one of their own from Prison Hive Zalktraa._ This scenario is intended to be used if one or more fighters from the attacker's gang are Captured by the defender's gang. These models are the Captives. Skirmish: The attacker chooses a fighter to be the Captive. ## Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. ## Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. ## Attempt To Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------- | | 2-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. If having multiple equipment sets, randomize one to use. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured). They count as being Out of Action for the purpose of Bottle tests. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). ## Fleeing The Battlefield If the defender voluntarily bottles out and subsequently flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang remains at the end of a round. ## Victory - The attacker wins if all Captives were freed and took flight. - The defender wins if no Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive (attacker). - +1 to a Captive taking flight. - +D3 to attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 per freed Captive (to the attacker). - -1 (bottle out). :::info Narrative Variant ## Daring Breakout If players wish, they may use this scenario to represent Lady Credo leading a group of rogue Van Saar to rescue an unknown prisoner. In order to do this, make the following changes: - The attackers should be a Van Saar gang including [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo). - The defenders should be a Palanite Enforcers gang. :::
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import Leader from './\_leader.md'; import Champion from './\_champion.md'; import ChampionSpecialist from './\_champion-specialist.md'; import Prospect from './\_prospect.md'; import Ganger from './\_ganger.md'; import Juve from './\_juve.md'; import Crew from './\_crew.md'; import Brute from './\_brute.md'; import BruteSecond from './\_brute-2.md'; import ExoticBeast from './\_exotic-beast.md'; # House Van Saar _Source: House of Artifice_ <details> <summary>Updates</summary> - 09/11/2023 _The Aranthian Succession: Ruins of Jardlan_ - Added [Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) - Added [Teknika](/docs/gangs/gang-lists/house-van-saar/#teknika-crew) - Added [Ash Waste Grav-cutter](/docs/armoury/personal-equipment#ash-waste-grav-cutter) - 29/04/2022 [_FAQs and Errata_](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf) - Changed skill working on Van Saar Subtek </details> _Necromunda is a vast machine and the sons and daughters of House Van Saar are its engineers. While other clans and Noble Houses have been content to embrace the slavish traditions of the Imperium, in particular its superstitious fear of technology, those of House Van Saar have sought to unravel the mysteries of humanity’s lost age of advancement and progress. At times during their long history, their actions have brought them close to tech-heresy, and only the extreme secrecy of their Archeotek cabals and the benevolence of House Helmawr – which benefits most from their innovation – have protected them. This delving into the unknown, however, has taken its toll upon the Van Saar. It is not without good reason that the secrets of the Machine God are sacrosanct to the Adeptus Mechanicus. Those who seek to peek behind the curtain of creation must be ready to pay the price such knowledge brings – and so it was with House Van Saar._ _At the heart of the Clan House is its secret STC, or Standard Template Construct system device. These rare and ancient tools are the most prized of relics to the Adeptus Mechanicus, whose agents and armies are endlessly scouring the galaxy in their quest for these venerated artefacts. Created using long-lost technologies, the STCs were given to colony ships during one of Mankind’s earlier expansions across the stars. Encoded into the imperishable hardware of each machine were the blueprints for all manner of things the colonists might need, from power sources and habitats to armoured vehicles and weapons. In an age during which so much knowledge has been lost to the slow entropy of time, each STC represents a priceless artefact, and in the case of the Van Saar STC, a near infinite source of wealth. It is around this wondrous machine that House Van Saar is built, and it is at once the blessing that affords its members continued existence, and the curse that condemns them to sickness and short lives._ ## Gang Composition House Van Saar follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Archaeo-cyberteknika](archaeo-cyberteknika.md) - Specialist Champions do **not** have Group Activation (1). - Specialist Gangers can use Heavy Weapons. ## Fighters <FighterCard cost="130"> ### Van Saar Prime (Leader) <Leader /> </FighterCard> <FighterCard cost="110"> ### Van Saar Augmek (Champion) <Champion /> </FighterCard> <FighterCard cost="125"> ### Van Saar Archeotek (Specialist Champion) <ChampionSpecialist /> </FighterCard> <FighterCard cost="70"> ### Var Saar Neotek (Prospect) <Prospect /> </FighterCard> <FighterCard cost="65"> ### Van Saar Tek (Ganger) <Ganger /> </FighterCard> <FighterCard cost="35"> ### Van Saar Subtek (Juve) <Juve /> </FighterCard> <FighterCard cost="45"> ### Teknika (Crew) <Crew /> </FighterCard> <FighterCard cost="240"> ### 0-1 ‘Arachni-Rig’ Servo-Suit (Brute) <Brute /> </FighterCard> <FighterCard cost="360"> ### 0-2 Van Saar Ash Wastes ‘Arachni-Rig’ (Brute) <BruteSecond /> </FighterCard> <FighterCard cost="75"> ### Cyberarchnid (Exotic Beast) <ExoticBeast /> </FighterCard> ## Vehicles All vehicles in a Van Saar gang add the following to their equipment lists: ### Van Saar Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details>
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import Leader from './\_leader.md'; import Champion from './\_champion.md'; import ChampionSpecialist from './\_champion-specialist.md'; import Prospect from './\_prospect.md'; import Ganger from './\_ganger.md'; import Juve from './\_juve.md'; import Crew from './\_crew.md'; import Brute from './\_brute.md'; import BruteSecond from './\_brute-2.md'; import ExoticBeast from './\_exotic-beast.md'; # House Van Saar _Source: House of Artifice_ <details> <summary>Updates</summary> - 09/11/2023 _The Aranthian Succession: Ruins of Jardlan_ - Added [Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) - Added [Teknika](/docs/gangs/gang-lists/house-van-saar/#teknika-crew) - Added [Ash Waste Grav-cutter](/docs/armoury/personal-equipment#ash-waste-grav-cutter) - 29/04/2022 [_FAQs and Errata_](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf) - Changed skill working on Van Saar Subtek </details> _Necromunda is a vast machine and the sons and daughters of House Van Saar are its engineers. While other clans and Noble Houses have been content to embrace the slavish traditions of the Imperium, in particular its superstitious fear of technology, those of House Van Saar have sought to unravel the mysteries of humanity’s lost age of advancement and progress. At times during their long history, their actions have brought them close to tech-heresy, and only the extreme secrecy of their Archeotek cabals and the benevolence of House Helmawr – which benefits most from their innovation – have protected them. This delving into the unknown, however, has taken its toll upon the Van Saar. It is not without good reason that the secrets of the Machine God are sacrosanct to the Adeptus Mechanicus. Those who seek to peek behind the curtain of creation must be ready to pay the price such knowledge brings – and so it was with House Van Saar._ _At the heart of the Clan House is its secret STC, or Standard Template Construct system device. These rare and ancient tools are the most prized of relics to the Adeptus Mechanicus, whose agents and armies are endlessly scouring the galaxy in their quest for these venerated artefacts. Created using long-lost technologies, the STCs were given to colony ships during one of Mankind’s earlier expansions across the stars. Encoded into the imperishable hardware of each machine were the blueprints for all manner of things the colonists might need, from power sources and habitats to armoured vehicles and weapons. In an age during which so much knowledge has been lost to the slow entropy of time, each STC represents a priceless artefact, and in the case of the Van Saar STC, a near infinite source of wealth. It is around this wondrous machine that House Van Saar is built, and it is at once the blessing that affords its members continued existence, and the curse that condemns them to sickness and short lives._ ## Gang Composition House Van Saar follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Archaeo-cyberteknika](archaeo-cyberteknika.md) - Specialist Champions do **not** have Group Activation (1). - Specialist Gangers can use Heavy Weapons. ## Fighters <FighterCard cost="130"> ### Van Saar Prime (Leader) <Leader /> </FighterCard> <FighterCard cost="110"> ### Van Saar Augmek (Champion) <Champion /> </FighterCard> <FighterCard cost="125"> ### Van Saar Archeotek (Specialist Champion) <ChampionSpecialist /> </FighterCard> <FighterCard cost="70"> ### Var Saar Neotek (Prospect) <Prospect /> </FighterCard> <FighterCard cost="65"> ### Van Saar Tek (Ganger) <Ganger /> </FighterCard> <FighterCard cost="35"> ### Van Saar Subtek (Juve) <Juve /> </FighterCard> <FighterCard cost="45"> ### Teknika (Crew) <Crew /> </FighterCard> <FighterCard cost="240"> ### 0-1 ‘Arachni-Rig’ Servo-Suit (Brute) <Brute /> </FighterCard> <FighterCard cost="360"> ### 0-2 Van Saar Ash Wastes ‘Arachni-Rig’ (Brute) <BruteSecond /> </FighterCard> <FighterCard cost="75"> ### Cyberarchnid (Exotic Beast) <ExoticBeast /> </FighterCard> ## Vehicles All vehicles in a Van Saar gang add the following to their equipment lists: ### Van Saar Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details>
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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# 97. Breakdown _"In the Wastes, your wheels are your life."_ \- Drak Harvos, Palanite Enforcer In this scenario, one gang is trying to get their vehicles working and escape from a rival gang. _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 (Ash Wastes). Size approximately 3'x3' to 4'x4'. ## Crews Vehicles can be included (defender must include at least 1 as the Broken Down vehicle). - **Attacker:** Custom (8) + Reinforcements. - **Defender:** Random (D3+2) + Reinforcements. Additionally, add 1 random vehicle to be the Broken Down Vehicle. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Set up the Broken Down Vehicle in the centre. Then set up the entire crew within 6" of the Broken Down Vehicle. 2. **Attacker:** Entire crew within 6" of any battlefield edge, at least 9" from enemies. ## Reinforcements - Start of each End phase. - X (where X is the round/turn number) per gang. 1 for the first end phase, 2 for the second end phase, etc. - Within 3" of any battlefield edge. ## Broken Down Vehicle _The defenders must protect the Broken Down Vehicle until the crew can make it running again and fend off an assault by the attackers._ The Broken Down Vehicle cannot move or shoot. At the start of each round, roll a D6 + the round/turn number: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | ------------------------------------------------------------------------------------------------------- | | 2-3 | **Still Busted:** No effect (roll again next round). | | 4-5 | **Getting Closer:** +1 to the next roll. | | 6-7 | **Gun Operational:** The guns are now functioning. If this result is rolled again, +1 to the next roll. | | 8 | **False Start:** Move 2D6" in any direction. | | 9 | **Fully Repaired:** Move & shoot normally (stop rolling to repair again). | The vehicle escapes if contacting a battlefield edge. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends at the end of any round if any of the following are true: - Broken Down Vehicle destroyed or moved off the battlefield. - No attackers remaining on the battlefield. ## Victory The attacker wins if any of the following are true: - Broken Down Vehicle is destroyed. - No other defenders remain on the battlefield. - Fleeing the Battlefield: The defender voluntarily bottles out and flees the battlefield. Otherwise the defender wins. ## Rewards #### Credits - D6x10 (win) #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the Broken Down Vehicle 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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles']
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# 97. Breakdown _"In the Wastes, your wheels are your life."_ \- Drak Harvos, Palanite Enforcer In this scenario, one gang is trying to get their vehicles working and escape from a rival gang. _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 (Ash Wastes). Size approximately 3'x3' to 4'x4'. ## Crews Vehicles can be included (defender must include at least 1 as the Broken Down vehicle). - **Attacker:** Custom (8) + Reinforcements. - **Defender:** Random (D3+2) + Reinforcements. Additionally, add 1 random vehicle to be the Broken Down Vehicle. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Set up the Broken Down Vehicle in the centre. Then set up the entire crew within 6" of the Broken Down Vehicle. 2. **Attacker:** Entire crew within 6" of any battlefield edge, at least 9" from enemies. ## Reinforcements - Start of each End phase. - X (where X is the round/turn number) per gang. 1 for the first end phase, 2 for the second end phase, etc. - Within 3" of any battlefield edge. ## Broken Down Vehicle _The defenders must protect the Broken Down Vehicle until the crew can make it running again and fend off an assault by the attackers._ The Broken Down Vehicle cannot move or shoot. At the start of each round, roll a D6 + the round/turn number: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | ------------------------------------------------------------------------------------------------------- | | 2-3 | **Still Busted:** No effect (roll again next round). | | 4-5 | **Getting Closer:** +1 to the next roll. | | 6-7 | **Gun Operational:** The guns are now functioning. If this result is rolled again, +1 to the next roll. | | 8 | **False Start:** Move 2D6" in any direction. | | 9 | **Fully Repaired:** Move & shoot normally (stop rolling to repair again). | The vehicle escapes if contacting a battlefield edge. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends at the end of any round if any of the following are true: - Broken Down Vehicle destroyed or moved off the battlefield. - No attackers remaining on the battlefield. ## Victory The attacker wins if any of the following are true: - Broken Down Vehicle is destroyed. - No other defenders remain on the battlefield. - Fleeing the Battlefield: The defender voluntarily bottles out and flees the battlefield. Otherwise the defender wins. ## Rewards #### Credits - D6x10 (win) #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the Broken Down Vehicle 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.
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