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### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Hits scored by weapons with the Entangle trait cannotbe negated by the Parry trait. In addition, if the hit rollfor an Entangle weapon is a natural 6, any Reactionattacks made by the target have an additional -2hit modifier.
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### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
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36
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# 23. Gang Moot _A gang parlay gets bloody!_ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. ## Crews - Random (D3+5) + the Leader. ## Tactics Cards - Random (2). ## Deployment Using Priority to determine the order, place the Leaders within 6” of the centre of the board. Take turns placing the fighters anywhere on the battlefield, at least 12” from a Leader and 6” from any already deployed fighter (friend & foe). ## Special Rule: Parlay The gangs are meeting to hammer out a treaty or settle some other kind of business - when suddenly someone goes for a gun! At the start of the battle only Leaders are ready, all other fighters are unaware that their allies are about to become enemies. When a fighter takes a Shoot action (unless the weapon has the Silent trait), all other unready fighters within 12” can pass an Intelligence test to become Ready. Fighters attacked in close combat or hit with a shooting attack also become Ready (as long as they survive). In the End phase, each unready fighter can move 6” in any direction. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The winner is the gang with the Leader still on the battlefield (not Seriously Injured). Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Out of Action. - +D6 to the last Leader on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each gang that took part in the battle. - +2 for taking an enemy Leader Out of Action. - +3 to the gang with the last standing Leader.
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2024-06-13 20:34:24.508078
['scenario', 'sector-mechanicus', 'multi-player', 'zone-mortalis']
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# 23. Gang Moot _A gang parlay gets bloody!_ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. ## Crews - Random (D3+5) + the Leader. ## Tactics Cards - Random (2). ## Deployment Using Priority to determine the order, place the Leaders within 6” of the centre of the board. Take turns placing the fighters anywhere on the battlefield, at least 12” from a Leader and 6” from any already deployed fighter (friend & foe). ## Special Rule: Parlay The gangs are meeting to hammer out a treaty or settle some other kind of business - when suddenly someone goes for a gun! At the start of the battle only Leaders are ready, all other fighters are unaware that their allies are about to become enemies. When a fighter takes a Shoot action (unless the weapon has the Silent trait), all other unready fighters within 12” can pass an Intelligence test to become Ready. Fighters attacked in close combat or hit with a shooting attack also become Ready (as long as they survive). In the End phase, each unready fighter can move 6” in any direction. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The winner is the gang with the Leader still on the battlefield (not Seriously Injured). Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Out of Action. - +D6 to the last Leader on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each gang that took part in the battle. - +2 for taking an enemy Leader Out of Action. - +3 to the gang with the last standing Leader.
Unknown
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the Infiltrate skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the Infiltrate skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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# 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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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove) and [Grav-cutter](/docs/armoury/personal-equipment#grav-cutter). **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner. <details className=""> <summary>Special Rules</summary> **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Gang Fighter (Prospect):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Augmek or Van Saar Archeotek):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Van Saar Augmek or a Van Saar Archeotek as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Van Saar Augmek or a Van Saar Archeotek for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Van Saar Augmek or a Van Saar Archeotek), Hot-headed and Fast Learner special rules and gain all the special rules associated with a Van Saar Augmek or a Van Saar Archeotek, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become an Archeotek), an appropriate model should be used to represent their new category and type. **Hot-headed:** Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Neotek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Neotek is equipped with an [armoured bodyglove](/docs/armoury/armour#armoured-bodyglove) and a [grav-cutter](/docs/armoury/personal-equipment#grav-cutter) (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Neotek equipment list: - During the course of a campaign, a Van Saar Neotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Neotek may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market. #### Van Saar Neotek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :------------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Hand flamer | 75 | | Laspistol | 5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **CLOSE COMBAT WEAPONS** | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Filter plugs | 10 | | Respirator | 15 | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | </details> </details> <details className="lore"> <summary>Lore</summary> _Reckless and young, Neoteks have yet to feel the full effects of the wasting inflicted on the Van Saar by their use of their STC’s technologies. They favour either untested or dangerous tech, and are perhaps most well-known for their use of grav-cutters. Racing through the hive’s close confines on a repulsor platform like a cutter might look cool but, as more than one Neotek has discovered, it can be fatal._ </details> _Source: House of Artifice_
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove) and [Grav-cutter](/docs/armoury/personal-equipment#grav-cutter). **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner. <details className=""> <summary>Special Rules</summary> **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Gang Fighter (Prospect):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Augmek or Van Saar Archeotek):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Van Saar Augmek or a Van Saar Archeotek as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Van Saar Augmek or a Van Saar Archeotek for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Van Saar Augmek or a Van Saar Archeotek), Hot-headed and Fast Learner special rules and gain all the special rules associated with a Van Saar Augmek or a Van Saar Archeotek, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become an Archeotek), an appropriate model should be used to represent their new category and type. **Hot-headed:** Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Neotek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Neotek is equipped with an [armoured bodyglove](/docs/armoury/armour#armoured-bodyglove) and a [grav-cutter](/docs/armoury/personal-equipment#grav-cutter) (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Neotek equipment list: - During the course of a campaign, a Van Saar Neotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Neotek may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market. #### Van Saar Neotek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :------------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Hand flamer | 75 | | Laspistol | 5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **CLOSE COMBAT WEAPONS** | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Filter plugs | 10 | | Respirator | 15 | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | </details> </details> <details className="lore"> <summary>Lore</summary> _Reckless and young, Neoteks have yet to feel the full effects of the wasting inflicted on the Van Saar by their use of their STC’s technologies. They favour either untested or dangerous tech, and are perhaps most well-known for their use of grav-cutters. Racing through the hive’s close confines on a repulsor platform like a cutter might look cool but, as more than one Neotek has discovered, it can be fatal._ </details> _Source: House of Artifice_
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517
372
### Parry After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.
Unknown
Parry
Unknown
Unknown
0
0
0
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0
0
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Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
After an enemy makes close combat attacks againsta fighter armed with a Parry weapon, the fighter canforce the attacking player to re-roll one successful hit.If the fighter is armed with two Parry weapons, theycan force the attacking player to re-roll two successfulhits instead.
necrovox
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Unknown
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Unknown
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Unknown
Unknown
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Unknown
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Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Parry After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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0
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372
45
### Grenade Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Unknown
Grenade
Unknown
Unknown
0
0
0
0
0
0
0
0
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0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Despite being Wargear, grenades are treated as aspecial type of ranged weapon. A fighter equippedwith grenades can throw one as a Shoot (Basic)action. Grenades do not have a Short range, and theirLong range is determined by multiplying the fighter’sStrength by the amount shown.A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled whenattacking with a grenade. Instead, after the attack hasbeen resolved, it is assumed that the Ammo symbol hasbeen rolled and an Ammo test is made automatically. Ifthis is failed, grenades cannot be reloaded; the fighterhas run out of that type of grenade and cannot usethem for the remainder of the battle.
necrovox
0
0
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Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Grenade Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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# Hired Guns _Source: Necromunda Core Rulebook (2023)_ _The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or desperate souls take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block._ _The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their services to keep the mechanism turning._ ## Bounty Hunters, House Agents and Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, better known as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. :::info ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs (the rules for Outlaw gangs can be found in _Necromunda: The Book of Judgement_). This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw. :::
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# Hired Guns _Source: Necromunda Core Rulebook (2023)_ _The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or desperate souls take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block._ _The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their services to keep the mechanism turning._ ## Bounty Hunters, House Agents and Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, better known as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. :::info ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs (the rules for Outlaw gangs can be found in _Necromunda: The Book of Judgement_). This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw. :::
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476
157
# House Cawdor _Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs._ _From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same._ ## Gang Composition House Cawdor follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](#articles-of-faith) - [Devout Masses](#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. :::note The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ::: ## Cawdor Fighters <FighterCard cost="100"> ### Word-Keeper (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. _Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader._ </FighterCard> <FighterCard cost="90"> ### Firebrand (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._ </FighterCard> <FighterCard cost="45"> ### Cawdor Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). _Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons._ </FighterCard> <FighterCard cost="80"> ### Cawdor Way-brethren (Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. #### Promotion (Cawdor Firebrand or Redemptionist Deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. #### Born in the Saddle This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. #### Hot-headed Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. #### Fast Learner During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. #### Pious A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. </FighterCard> <FighterCard cost="20"> ### Bonepicker (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). _Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray._ </FighterCard> <FighterCard cost="90"> ### 0-2 Sheen Bird (Exotic Beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Bate When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. #### Rake Away At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. _Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting._ _Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds._ _Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself._ </FighterCard> <FighterCard cost="30"> ### Cawdor Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Pious A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Redemptionist Fighters <FighterCard cost="100"> ### Redemptor Priest (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. _Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood._ </FighterCard> <FighterCard cost="90"> ### Redemptionist Deacon (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. #### Fanatical Fervour Once per battle, can gain the following when Charging: - 2xA (base stat). - -1 hit modifier. _Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done._ </FighterCard> <FighterCard cost="45"> ### Redemptionist Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. _Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible._ </FighterCard> <FighterCard cost="40"> ### Zealot (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. </FighterCard> <FighterCard cost="55"> ### 0-3 Cherub-Servitor (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Bodyguard If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Focus of Faith Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). #### Stealthy -1 hit modifier when targeted by ranged attacks. #### Small Target Never a potential target for Stray shots. #### Nimble 4+ save (unmodifiable by AP) _Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals._ _The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself._ </FighterCard> <FighterCard cost="35"> ### Redemptionist Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Fanatical A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Shared Fighters <FighterCard cost="280"> ### 0-1 Stig-Shambler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. #### Intelligent Control Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. #### Move and Shoot Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). _The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light._ _And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive._ _Truly, House Cawdor is home to some strange sights indeed!_ </FighterCard> ## Skill Access ### Cawdor | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### Redemptionist | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :-------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### Other | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## Devout Masses Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. ## Vehicles All vehicles in a Cawdor gang add the following to their equipment lists: ### Cawdor Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | </details>
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# House Cawdor _Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs._ _From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same._ ## Gang Composition House Cawdor follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](#articles-of-faith) - [Devout Masses](#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. :::note The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ::: ## Cawdor Fighters <FighterCard cost="100"> ### Word-Keeper (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. _Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader._ </FighterCard> <FighterCard cost="90"> ### Firebrand (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._ </FighterCard> <FighterCard cost="45"> ### Cawdor Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). _Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons._ </FighterCard> <FighterCard cost="80"> ### Cawdor Way-brethren (Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. #### Promotion (Cawdor Firebrand or Redemptionist Deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. #### Born in the Saddle This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. #### Hot-headed Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. #### Fast Learner During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. #### Pious A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. </FighterCard> <FighterCard cost="20"> ### Bonepicker (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). _Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray._ </FighterCard> <FighterCard cost="90"> ### 0-2 Sheen Bird (Exotic Beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Bate When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. #### Rake Away At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. _Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting._ _Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds._ _Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself._ </FighterCard> <FighterCard cost="30"> ### Cawdor Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Pious A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Redemptionist Fighters <FighterCard cost="100"> ### Redemptor Priest (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. _Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood._ </FighterCard> <FighterCard cost="90"> ### Redemptionist Deacon (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. #### Fanatical Fervour Once per battle, can gain the following when Charging: - 2xA (base stat). - -1 hit modifier. _Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done._ </FighterCard> <FighterCard cost="45"> ### Redemptionist Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. _Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible._ </FighterCard> <FighterCard cost="40"> ### Zealot (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. </FighterCard> <FighterCard cost="55"> ### 0-3 Cherub-Servitor (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Bodyguard If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Focus of Faith Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). #### Stealthy -1 hit modifier when targeted by ranged attacks. #### Small Target Never a potential target for Stray shots. #### Nimble 4+ save (unmodifiable by AP) _Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals._ _The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself._ </FighterCard> <FighterCard cost="35"> ### Redemptionist Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Fanatical A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Shared Fighters <FighterCard cost="280"> ### 0-1 Stig-Shambler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. #### Intelligent Control Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. #### Move and Shoot Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). _The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light._ _And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive._ _Truly, House Cawdor is home to some strange sights indeed!_ </FighterCard> ## Skill Access ### Cawdor | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### Redemptionist | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :-------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### Other | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## Devout Masses Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. ## Vehicles All vehicles in a Cawdor gang add the following to their equipment lists: ### Cawdor Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | </details>
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# Gang Tactics Selection _Source: Necromunda Core Rulebook (2023)_ There are a dizzying array of gang tactics available for use by the various gangs of Necromunda and working out which ones are available to players can be a daunting task. Presented here are rules for generating Gang Tactics Pools. Note that if using Underdog Gang Tactics (see page 240) each gang will need a separate Gang Tactics Pool for them, the two Gang Tactics Pools do not have to be generated in the same manner. ## Preset Method Many supplements contain tables of gang tactics available for gangs to use, the easiest method is for each gang to choose one of these tables and generate all of their gang tactics from the one table. ## Custom Method This is the standard method for determining the Gang Tactics Pool and allows players to tailor the gang tactics available to them. At gang creation, players select 18 gang tactics that are either specific to their gang or available to any gang with the following restrictions: - Unless specifically stated otherwise, no more than one gang tactic with the same name may be included in the pool. - If there are multiple gang tactics with the same name, use the most recent version. - Gang tactics that require either vehicles or Wargear that grants the Mounted condition in order to be played can only be included if the campaign includes Ash Wastes battles. Write the names, triggers and benefits of the gang tactics chosen on the table provided opposite. Gang tactics can be randomly determined by rolling a D66 (taking care to keep the roll a secret) and referring to the table. If a gang tactic is generated that can not be used in the scenario (for example it requires an enemy vehicle and the opposing starting Crew and Reinforcement deck does not include any vehicles) then a new gang tactic can be generated to replace it. In the Update Gang Rating step of the post-battle sequence, up to two gang tactics may be swapped out for different gang tactics. ## Limited Method This method makes gang tactics a limited resource where players must choose the time of biggest impact to play their gang tactics in. This method works best when using the Gang Tactics cards available from the Games Workshop webstore. At gang creation each player builds a deck of up to 30 gang tactics cards from those available to them following the same restrictions as for the Custom Method. Each time a gang tactic card is played, it is permanently removed from the Gang Tactics Pool for the remainder of the campaign. This means that each gang tactic can only be used once by each gang throughout the entire campaign and the number of gang tactics available to each player will dwindle. :::danger House Rule ## The Goonhammer Way Have your players build a deck of 12 cards of their choice. For games with random card selection, just draw (or roll for) X cards and have at it. For games where the players choose their cards, have them randomly generate X+1 cards and discard one of their choice. :::
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# Gang Tactics Selection _Source: Necromunda Core Rulebook (2023)_ There are a dizzying array of gang tactics available for use by the various gangs of Necromunda and working out which ones are available to players can be a daunting task. Presented here are rules for generating Gang Tactics Pools. Note that if using Underdog Gang Tactics (see page 240) each gang will need a separate Gang Tactics Pool for them, the two Gang Tactics Pools do not have to be generated in the same manner. ## Preset Method Many supplements contain tables of gang tactics available for gangs to use, the easiest method is for each gang to choose one of these tables and generate all of their gang tactics from the one table. ## Custom Method This is the standard method for determining the Gang Tactics Pool and allows players to tailor the gang tactics available to them. At gang creation, players select 18 gang tactics that are either specific to their gang or available to any gang with the following restrictions: - Unless specifically stated otherwise, no more than one gang tactic with the same name may be included in the pool. - If there are multiple gang tactics with the same name, use the most recent version. - Gang tactics that require either vehicles or Wargear that grants the Mounted condition in order to be played can only be included if the campaign includes Ash Wastes battles. Write the names, triggers and benefits of the gang tactics chosen on the table provided opposite. Gang tactics can be randomly determined by rolling a D66 (taking care to keep the roll a secret) and referring to the table. If a gang tactic is generated that can not be used in the scenario (for example it requires an enemy vehicle and the opposing starting Crew and Reinforcement deck does not include any vehicles) then a new gang tactic can be generated to replace it. In the Update Gang Rating step of the post-battle sequence, up to two gang tactics may be swapped out for different gang tactics. ## Limited Method This method makes gang tactics a limited resource where players must choose the time of biggest impact to play their gang tactics in. This method works best when using the Gang Tactics cards available from the Games Workshop webstore. At gang creation each player builds a deck of up to 30 gang tactics cards from those available to them following the same restrictions as for the Custom Method. Each time a gang tactic card is played, it is permanently removed from the Gang Tactics Pool for the remainder of the campaign. This means that each gang tactic can only be used once by each gang throughout the entire campaign and the number of gang tactics available to each player will dwindle. :::danger House Rule ## The Goonhammer Way Have your players build a deck of 12 cards of their choice. For games with random card selection, just draw (or roll for) X cards and have at it. For games where the players choose their cards, have them randomly generate X+1 cards and discard one of their choice. :::
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# Delaque Terrain _Source: House of Shadow_ Gangs often make use of terrain in their battles against their rivals. Sometimes, this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Delaque gangs can call upon a number of specialist terrain features to include in their battles. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any game the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Delaque Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Whisperbox | 60 | Rare (10) | | Sightblind Trap | 40 | Rare (11) | | Shadow Veil | 50 | Rare (9) | | Web Trap | 80 | Rare (11) | | Euclidean Artefact | 90 | Rare (9) | :::info ## Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the battlefield. Note that even when the real trap is revealed, other false traps remain on the battlefield until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Whisperbox _Delaque gangs are often accompanied into battle by faint whispers and barely heard curses that unnerve their foes. There is nothing supernatural about this, however. It is caused by the Delaque sneaking onto the battlefield beforehand and hiding small voxcasters known as whisperboxes._ A Whisperbox can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, all enemy fighters within 8" of the Whisperbox must apply a -1 modifier to the dice roll when making Cool checks. Though they are represented by a token or base, Whisperboxes are difficult to find and destroy. An enemy fighter in base contact with a Whisperbox may try to destroy it as a Basic action by making an Intelligence check with a -3 penalty to the dice roll. If the check is passed, the Whisperbox is destroyed. A Whisperbox can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Sightblind Trap House Delaque use a variety of traps to ensnare or disable their foes, such as sightblind traps that let off intensive bursts of light and sound to confuse and disorientate enemies. A Sightblind Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sightblind trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Sightblind Trap marker, they must immediately stop and the marker is flipped over. If the marker reveals a false trap, it is removed from play. If the marker reveals the real trap, it explodes immediately with the above profile. Note that when a Sightblind Trap explodes, every fighter that is touched by the Blast marker is hit. ## Shadow Veil _Shadow veils are devices used by the Delaque to lower the surrounding light levels in an area. By absorbing photo-radiation, the small object, akin to an antenna or vox dish, causes gloom to gather around it, while the device itself is shrouded in blackness._ A Shadow Veil can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, the area within 3" of the Shadow Veil is subject to the Pitch Black rules (as detailed in the Necromunda Rulebook). Note, this area also effectively blocks line of sight from one side to the other. The Shadow Veil itself can be attacked as if it were a fighter (though note, it is still in the middle of an area of Pitch Black), it has a Toughness of 4 and 1 Wound. If reduced to 0 Wounds, remove it from play (though not from the owning gang’s roster) and end its effects. A Shadow Veil can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Web Trap House Delaque use a variety of traps to ensnare or disable their foes, these include Web Traps, designed to unleash a shower of binding webs – perfect for capturing prey that wander into their domains. A Web Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Web trap | - | - | - | - | 5 | -2 | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Web Trap marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If the marker reveals the real trap, it explodes immediately with the above profile. Note that, when a Web Trap explodes, every fighter that is touched by the Blast marker is hit. ## Psychoteric Artefact (Gang Relic) _A Psychoteric artefact is a strange sculpture that has particular significance to the Delaque. Perhaps it represents some hero of the clan, rendered in the abstract, or maybe there are secrets hidden in its odd angles and impossible shapes. Some believe these objects represent the strange alien gods the Delaque worship, though their true purpose remains known only to the Delaque themselves._ A Psychoteric artefact counts as a Gang Relic (as described in the Necromunda Rulebook). In addition, Delaque fighters that linger close by a Psychoteric artefact seem to blend into the shifting shapes of the object and are painful to look at. All friendly Delaque fighters within 6" of the Psychoteric artefact count as being in full cover. Delaque gangs can only include a Psychoteric artefact if they are the defender in a scenario with an attacker and defender. A Psychoteric artefact can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base.
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2024-06-13 20:34:24.508078
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# Delaque Terrain _Source: House of Shadow_ Gangs often make use of terrain in their battles against their rivals. Sometimes, this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Delaque gangs can call upon a number of specialist terrain features to include in their battles. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any game the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Delaque Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Whisperbox | 60 | Rare (10) | | Sightblind Trap | 40 | Rare (11) | | Shadow Veil | 50 | Rare (9) | | Web Trap | 80 | Rare (11) | | Euclidean Artefact | 90 | Rare (9) | :::info ## Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the battlefield. Note that even when the real trap is revealed, other false traps remain on the battlefield until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Whisperbox _Delaque gangs are often accompanied into battle by faint whispers and barely heard curses that unnerve their foes. There is nothing supernatural about this, however. It is caused by the Delaque sneaking onto the battlefield beforehand and hiding small voxcasters known as whisperboxes._ A Whisperbox can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, all enemy fighters within 8" of the Whisperbox must apply a -1 modifier to the dice roll when making Cool checks. Though they are represented by a token or base, Whisperboxes are difficult to find and destroy. An enemy fighter in base contact with a Whisperbox may try to destroy it as a Basic action by making an Intelligence check with a -3 penalty to the dice roll. If the check is passed, the Whisperbox is destroyed. A Whisperbox can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Sightblind Trap House Delaque use a variety of traps to ensnare or disable their foes, such as sightblind traps that let off intensive bursts of light and sound to confuse and disorientate enemies. A Sightblind Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sightblind trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Sightblind Trap marker, they must immediately stop and the marker is flipped over. If the marker reveals a false trap, it is removed from play. If the marker reveals the real trap, it explodes immediately with the above profile. Note that when a Sightblind Trap explodes, every fighter that is touched by the Blast marker is hit. ## Shadow Veil _Shadow veils are devices used by the Delaque to lower the surrounding light levels in an area. By absorbing photo-radiation, the small object, akin to an antenna or vox dish, causes gloom to gather around it, while the device itself is shrouded in blackness._ A Shadow Veil can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, the area within 3" of the Shadow Veil is subject to the Pitch Black rules (as detailed in the Necromunda Rulebook). Note, this area also effectively blocks line of sight from one side to the other. The Shadow Veil itself can be attacked as if it were a fighter (though note, it is still in the middle of an area of Pitch Black), it has a Toughness of 4 and 1 Wound. If reduced to 0 Wounds, remove it from play (though not from the owning gang’s roster) and end its effects. A Shadow Veil can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Web Trap House Delaque use a variety of traps to ensnare or disable their foes, these include Web Traps, designed to unleash a shower of binding webs – perfect for capturing prey that wander into their domains. A Web Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Web trap | - | - | - | - | 5 | -2 | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Web Trap marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If the marker reveals the real trap, it explodes immediately with the above profile. Note that, when a Web Trap explodes, every fighter that is touched by the Blast marker is hit. ## Psychoteric Artefact (Gang Relic) _A Psychoteric artefact is a strange sculpture that has particular significance to the Delaque. Perhaps it represents some hero of the clan, rendered in the abstract, or maybe there are secrets hidden in its odd angles and impossible shapes. Some believe these objects represent the strange alien gods the Delaque worship, though their true purpose remains known only to the Delaque themselves._ A Psychoteric artefact counts as a Gang Relic (as described in the Necromunda Rulebook). In addition, Delaque fighters that linger close by a Psychoteric artefact seem to blend into the shifting shapes of the object and are painful to look at. All friendly Delaque fighters within 6" of the Psychoteric artefact count as being in full cover. Delaque gangs can only include a Psychoteric artefact if they are the defender in a scenario with an attacker and defender. A Psychoteric artefact can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base.
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Cleaning your home with lemons is not only effective but also environmentally friendly. Lemons, with their natural disinfecting properties and high citric acid content, can tackle a wide range of cleaning tasks. Here are some detailed tips to maximize the cleaning power of lemons: 1. All-Purpose Cleaner: Create a potent all-purpose cleaner by mixing equal parts lemon juice and water. Lemons contain citric acid, which is effective in killing germs, bacteria, and odors. Squeeze the juice of fresh lemons into a spray bottle, adding an equal amount of water. Shake the bottle well to thoroughly blend the solution. This natural disinfectant is perfect for countertops, sinks, cutting boards, and food containers. To use, simply spray the solution onto the surface and let it sit for a few minutes to allow the citric acid to work its magic. Then, scrub with a sponge or cloth and rinse thoroughly with water. 2. Streak-Free Glass Cleaner: Make your glass surfaces shine with a lemon-based glass cleaner. In a spray bottle, mix equal parts lemon juice and water. The acidity of lemons helps break down dirt and grime, while the natural oils leave a streak-free finish. For tougher stains or spots, add a small amount of vinegar. Shake the bottle well to ensure the ingredients are evenly mixed. To use the cleaner, spray the solution onto the glass surface and use a lint-free cloth or newspaper to wipe it clean. Begin wiping from the top to prevent streaks. Allow the solution to sit on stubborn spots for a few minutes before wiping them away. 3. Eliminating Stains on Faucets and Fixtures: Bid farewell to stains on faucets and fixtures with the natural power of lemons. Cut a lemon in half and rub it directly onto the affected areas, focusing on the stains. The citric acid in lemons effectively breaks down stains while the natural oils give a polished look. After thoroughly rubbing the lemon onto the surface, rinse it with water to remove any residue. Finally, use a dry cloth to polish the faucets and fixtures for a gleaming finish. 4. Rust and Hard Water Stain Remover: Lemons excel at tackling rust and hard water stains. To remove these stubborn stains, dip a cloth or sponge into fresh lemon juice and scrub the affected areas such as faucets, showerheads, or stainless steel appliances. The acidic properties of lemons help dissolve the stains effortlessly. For tougher stains, sprinkle a little salt on the lemon before scrubbing. The salt acts as an abrasive agent. After scrubbing, rinse well with water and dry the surface to prevent further rusting. 5. Natural Air Freshener: Create an inviting and refreshing atmosphere in your home using lemon juice. In a spray bottle, mix lemon juice, water, and a few drops of your favorite essential oil. Lemons have a fresh, citrus scent that naturally eliminates unwanted odors, while the essential oil adds a pleasant fragrance of your choice. Shake the bottle well to ensure the ingredients are properly blended. Spritz this delightful blend around your living spaces to naturally freshen the air. The pleasant, lemony fragrance will replace unwanted odors and create a beautifully scented environment. 6. Polishing and Shining: Lemons can also act as a natural polish for various surfaces. To restore the shine to hardwood furniture, brass, or copper items, cut a lemon in half and dip it into a small amount of salt. Gently rub the lemon onto the surface, allowing the salt and lemon juice to lift dirt and tarnish. The abrasive action of the salt combined with the citric acid helps restore the natural beauty and shine of the items. Rinse the item with water and buff with a soft cloth to reveal the brilliant shine. By following these comprehensive tips, you can harness the full cleaning power of lemons to keep your home fresh, sparkling, and free from bacteria and stains. Say goodbye to harsh chemicals and embrace the natural brilliance of lemons. Happy cleaning!
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2024-06-13 20:34:24.508078
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Cleaning your home with lemons is not only effective but also environmentally friendly. Lemons, with their natural disinfecting properties and high citric acid content, can tackle a wide range of cleaning tasks. Here are some detailed tips to maximize the cleaning power of lemons: 1. All-Purpose Cleaner: Create a potent all-purpose cleaner by mixing equal parts lemon juice and water. Lemons contain citric acid, which is effective in killing germs, bacteria, and odors. Squeeze the juice of fresh lemons into a spray bottle, adding an equal amount of water. Shake the bottle well to thoroughly blend the solution. This natural disinfectant is perfect for countertops, sinks, cutting boards, and food containers. To use, simply spray the solution onto the surface and let it sit for a few minutes to allow the citric acid to work its magic. Then, scrub with a sponge or cloth and rinse thoroughly with water. 2. Streak-Free Glass Cleaner: Make your glass surfaces shine with a lemon-based glass cleaner. In a spray bottle, mix equal parts lemon juice and water. The acidity of lemons helps break down dirt and grime, while the natural oils leave a streak-free finish. For tougher stains or spots, add a small amount of vinegar. Shake the bottle well to ensure the ingredients are evenly mixed. To use the cleaner, spray the solution onto the glass surface and use a lint-free cloth or newspaper to wipe it clean. Begin wiping from the top to prevent streaks. Allow the solution to sit on stubborn spots for a few minutes before wiping them away. 3. Eliminating Stains on Faucets and Fixtures: Bid farewell to stains on faucets and fixtures with the natural power of lemons. Cut a lemon in half and rub it directly onto the affected areas, focusing on the stains. The citric acid in lemons effectively breaks down stains while the natural oils give a polished look. After thoroughly rubbing the lemon onto the surface, rinse it with water to remove any residue. Finally, use a dry cloth to polish the faucets and fixtures for a gleaming finish. 4. Rust and Hard Water Stain Remover: Lemons excel at tackling rust and hard water stains. To remove these stubborn stains, dip a cloth or sponge into fresh lemon juice and scrub the affected areas such as faucets, showerheads, or stainless steel appliances. The acidic properties of lemons help dissolve the stains effortlessly. For tougher stains, sprinkle a little salt on the lemon before scrubbing. The salt acts as an abrasive agent. After scrubbing, rinse well with water and dry the surface to prevent further rusting. 5. Natural Air Freshener: Create an inviting and refreshing atmosphere in your home using lemon juice. In a spray bottle, mix lemon juice, water, and a few drops of your favorite essential oil. Lemons have a fresh, citrus scent that naturally eliminates unwanted odors, while the essential oil adds a pleasant fragrance of your choice. Shake the bottle well to ensure the ingredients are properly blended. Spritz this delightful blend around your living spaces to naturally freshen the air. The pleasant, lemony fragrance will replace unwanted odors and create a beautifully scented environment. 6. Polishing and Shining: Lemons can also act as a natural polish for various surfaces. To restore the shine to hardwood furniture, brass, or copper items, cut a lemon in half and dip it into a small amount of salt. Gently rub the lemon onto the surface, allowing the salt and lemon juice to lift dirt and tarnish. The abrasive action of the salt combined with the citric acid helps restore the natural beauty and shine of the items. Rinse the item with water and buff with a soft cloth to reveal the brilliant shine. By following these comprehensive tips, you can harness the full cleaning power of lemons to keep your home fresh, sparkling, and free from bacteria and stains. Say goodbye to harsh chemicals and embrace the natural brilliance of lemons. Happy cleaning!
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# Orlock Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## Pistols | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-------: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | Limited\* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | :::note \*Wreckers have confusing and contradictory weapon access: > - During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. > - An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ::: ## Special Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## Heavy Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher \* | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter \* | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer \* | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber \* | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser \* | 125 | - | 125 | - | - | - | - | - | | Seismic cannon \* | 140 | - | 140 | - | - | - | - | - | ## Close Combat Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer \* | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## Grenades | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## Armour | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :---------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## Equipment | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## Pets (Status Item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## Weapon Accessories | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------------- | :----------: | :---------: | :-----------: | :-----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) \*\* | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servitor are upgrades and replace existing weapons. ::: ## Outrider Quad This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Item | | | ----------------- | --- | | **Heavy Weapons** | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | None | | **Drive Upgrades** | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Headlights | 15 | | Smoke launchers | 20 | ## Orlock Vehicle Equipment List All vehicles in a Orlock gang add the following to their equipment lists: ### Weapons | Item | Credits | | :---------------------------------------- | ------: | | **BASIC WEAPONS** | | Combat shotgun with salvo & shredder ammo | 55 | | Shotgun with solid & scatter ammo | 30 | | \- Executioner ammo | 20 | | \- Inferno ammo | 15 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Meltagun | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Harpoon launcher | 110 | | Heavy bolter | 160 | | Mining laser | 125 | | Seismic cannon | 140 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Orlock Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## Pistols | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-------: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | Limited\* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | :::note \*Wreckers have confusing and contradictory weapon access: > - During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. > - An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ::: ## Special Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## Heavy Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher \* | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter \* | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer \* | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber \* | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser \* | 125 | - | 125 | - | - | - | - | - | | Seismic cannon \* | 140 | - | 140 | - | - | - | - | - | ## Close Combat Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer \* | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## Grenades | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## Armour | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :---------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## Equipment | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## Pets (Status Item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## Weapon Accessories | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------------- | :----------: | :---------: | :-----------: | :-----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) \*\* | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servitor are upgrades and replace existing weapons. ::: ## Outrider Quad This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Item | | | ----------------- | --- | | **Heavy Weapons** | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | None | | **Drive Upgrades** | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Headlights | 15 | | Smoke launchers | 20 | ## Orlock Vehicle Equipment List All vehicles in a Orlock gang add the following to their equipment lists: ### Weapons | Item | Credits | | :---------------------------------------- | ------: | | **BASIC WEAPONS** | | Combat shotgun with salvo & shredder ammo | 55 | | Shotgun with solid & scatter ammo | 30 | | \- Executioner ammo | 20 | | \- Inferno ammo | 15 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Meltagun | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Harpoon launcher | 110 | | Heavy bolter | 160 | | Mining laser | 125 | | Seismic cannon | 140 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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### Knockback When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a weapon with the Knockback trait hits afighter, if the hit roll is equal to or higher than thetarget’s Strength, they are immediately moved 1"directly away from the attacking model. If the fightercannot be moved the full 1" because of impassableterrain or another model, they move as far as possibleand the attack’s Damage is increased by 1. If a Blastweapon has the Knockback trait, roll a D6 for eachfighter that is hit. If the result is equal to or higher thantheir Strength, they are knocked back as describedabove – however, they are moved directly away fromthe centre of the Blast marker instead. If the centreof the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they aremoved. If a Melee weapon has the Knockback trait,the attacking fighter can choose to follow the targetup, moving directly towards them after they have beenknocked back to remain in base contact. If the attackwas made across a barricade, the attacker cannotdo this. If any part of the knocked back fighter’s basecrosses the edge of a platform, make an Initiative test.If this is failed, they will fall. If this is passed, they stopmoving at the edge of the platform.
necrovox
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### Knockback When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform.
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# 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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#gang ### Gang Details #### Leader **Archon Xandros** - **Type:** Gang Leader - **Subtype:** Cunning Manipulator - **Faction:** House Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 3+ - **A**: 2 - **Ld**: 9+ - **Cl**: 7+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun (5 credits) - 'Nightshade' chem-thrower (135 credits) - Hotshot las pack (20 credits) - Mesh armor (15 credits) **Skills:** - Overseer: Allows the Leader to instruct other gangers to activate twice. - Nerves of Steel: Can test to avoid being pinned. #### Champion **Kaelin "The Fox" Vex** - **Type:** Champion - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 (melee), 1 (pistol) - **Ld**: 7+ - **Cl**: 8+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun with Hotshot las pack (25 credits) - Medkit (15 credits) - Fighting knife (5 credits) **Skills:** - Dodge: May re-roll failed Initiative tests to avoid being hit in melee. #### Gangers **Vexar "The Fox" LaGraine** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic Lasgun (5 credits) - Las-Projector (35 credits) - Hotshot Las Pack (20 credits) **Armor:** - Mesh armor (15 credits) **Kaelin Vex** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic lasgun (5 credits) - Medkit (15 credits) **Armor:** - Mesh armor (15 credits) #### Juve **Vexar "Vicious" Valtor** - **Type:** Juve - **Subtype:** Gang Fighter - **Faction:** House of Escher | **Statistic** | **Value** | | --- | --- | | M (Move) | 5" | | WS (Weapon Skill) | 5+ | | BS (Ballistic Skill) | 5+ | | S (Strength) | 3 | | T (Toughness) | 3 | | W (Will Power) | 1 | | I (Initiative) | 4+ | | A (Attack) | 1 | | Cl (Combat Logic) | 6+ | | Int (Intelligence) | 9+ | Let me know if you need anything else! **Equipment:** - Basic Lasgun (5 credits) - Wrist-mounted las-projector (35 credits) - Light armor vest (10 credits) ### Gang Goals **House Escher Goals:** 1. **Acquire the Tech Parts Cache**: Find and secure the valuable tech parts cache hidden within the abandoned hab-block. 2. **Eliminate Vanheln Gang Interference**: Neutralize or eliminate the rival Vanheln gang's attempts to claim the tech parts cache for themselves. 3. **Expand Escher Territory**: Use the acquired tech parts to upgrade House Escher's vehicles and expand their territory, gaining a strategic advantage in the underhive. This revised gang setup aligns with the official Necromunda rules, ensuring each character and their equipment are correctly portrayed for a balanced and rules-compliant game. --- Hello, user! How can I assist you today? --- --- Hello there! How can I assist you today? ---
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2024-06-13 20:34:24.508078
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#gang ### Gang Details #### Leader **Archon Xandros** - **Type:** Gang Leader - **Subtype:** Cunning Manipulator - **Faction:** House Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 3+ - **A**: 2 - **Ld**: 9+ - **Cl**: 7+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun (5 credits) - 'Nightshade' chem-thrower (135 credits) - Hotshot las pack (20 credits) - Mesh armor (15 credits) **Skills:** - Overseer: Allows the Leader to instruct other gangers to activate twice. - Nerves of Steel: Can test to avoid being pinned. #### Champion **Kaelin "The Fox" Vex** - **Type:** Champion - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 (melee), 1 (pistol) - **Ld**: 7+ - **Cl**: 8+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun with Hotshot las pack (25 credits) - Medkit (15 credits) - Fighting knife (5 credits) **Skills:** - Dodge: May re-roll failed Initiative tests to avoid being hit in melee. #### Gangers **Vexar "The Fox" LaGraine** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic Lasgun (5 credits) - Las-Projector (35 credits) - Hotshot Las Pack (20 credits) **Armor:** - Mesh armor (15 credits) **Kaelin Vex** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic lasgun (5 credits) - Medkit (15 credits) **Armor:** - Mesh armor (15 credits) #### Juve **Vexar "Vicious" Valtor** - **Type:** Juve - **Subtype:** Gang Fighter - **Faction:** House of Escher | **Statistic** | **Value** | | --- | --- | | M (Move) | 5" | | WS (Weapon Skill) | 5+ | | BS (Ballistic Skill) | 5+ | | S (Strength) | 3 | | T (Toughness) | 3 | | W (Will Power) | 1 | | I (Initiative) | 4+ | | A (Attack) | 1 | | Cl (Combat Logic) | 6+ | | Int (Intelligence) | 9+ | Let me know if you need anything else! **Equipment:** - Basic Lasgun (5 credits) - Wrist-mounted las-projector (35 credits) - Light armor vest (10 credits) ### Gang Goals **House Escher Goals:** 1. **Acquire the Tech Parts Cache**: Find and secure the valuable tech parts cache hidden within the abandoned hab-block. 2. **Eliminate Vanheln Gang Interference**: Neutralize or eliminate the rival Vanheln gang's attempts to claim the tech parts cache for themselves. 3. **Expand Escher Territory**: Use the acquired tech parts to upgrade House Escher's vehicles and expand their territory, gaining a strategic advantage in the underhive. This revised gang setup aligns with the official Necromunda rules, ensuring each character and their equipment are correctly portrayed for a balanced and rules-compliant game. --- Hello, user! How can I assist you today? --- --- Hello there! How can I assist you today? ---
Gang Leader
Cunning Manipulator
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# Van Saar Equipment List #### Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Lasgun | 10 | (15) | 10 | 10 | 10 | 10 | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Las carbine | 20 | - | 20 | 20 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Suppression laser | 40 | - | 40 | 40 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | ## Pistols | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Focusing crystal | 20 | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Las sub-carbine | - | 15 | 15 | 15 | 15 | 15 | 15 | - | | - Focusing crystal | - | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | - | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | - | 50 | - | ## Special Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | + with laspistol (combi) | 130 | - | 130 | - | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | 60↑ | | + with laspistol (combi) | 95 | - | 95 | - | - | - | - | - | | Rad beamer \* | - | 70 | - | - | - | - | - | - | | Rad gun | 100 | - | 100 | 100 | - | - | - | 60↑ | ## Heavy Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Lascannon \* | 155 | - | 155 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | 180 | - | - | - | - | | Plasma cannon \* | 130 | - | 130 | 130 | - | - | - | - | | Rad cannon \* | 130 | - | 130 | 130 | - | - | - | - | ## Close Combat Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :------------------------------ | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Digi laser (0-3) | - | 25 | - | - | - | - | - | - | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Servo claw | 30 | 30 | 30 | 30 | - | 30 | - | - | | Shield (Hystrar pattern energy) | 50 | - | 50 | 50 | 50 | - | - | - | | Shock baton | 30 | - | 30 | 30 | - | 30 | - | - | | Shock stave | 25 | - | 25 | 25 | 25 | 25 | - | - | | Spider-rig \* | - | 80 | - | - | - | - | - | - | ## Grenades | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Frag | 30 | 30 | 30 | 30 | (30) | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | - | 45 | - | - | | Photon flash | - | 15 | - | - | 15 | - | - | - | | Plasma | 65 | 65 | 65 | - | 65 | - | - | - | | Rad | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | 15 | - | - | | Stun | - | 25 | - | - | - | - | - | - | ## Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | - | - | - | - | - | - | 20↑ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## Field Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## Equipment | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------------------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Ash waste grav-cutter | 65 | N/A | 65 | 65 | N/A | N/A | N/A | N/A | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | - | 30 | 30 | - | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness - partial | 130 | - | 130 | - | - | - | - | - | \* N/A: Ash waste grav-cutter is restricted to Van Saar Primes, Augmeks and Teks. ## Pets (Status Item) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------- | :------: | :-------: | :------: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyberachnid (0-3) | 75 (0-3) | 75 (0-3) | 75 (0-2) | - | - | - | - | - | ## Weapon Accessories | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------------------------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hotshot las pack (laspistol & lasgun) | 20 | 20 | 20 | 20 | 20 | (20) | - | - | | Infra-sight (ranged) \*\* | 25 | 25 | 25 | 25 | - | - | - | - | | Las projector (Pistol, Basic, Special) | 35 | 35 | 35 | 35 | 35 | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | (25) | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced. ::: ## Vehicles | Item | Teknika | | :------------- | :------: | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | ## Van Saar Vehicle Equipment List All vehicles in a Van Saar gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Van Saar Equipment List #### Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Lasgun | 10 | (15) | 10 | 10 | 10 | 10 | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Las carbine | 20 | - | 20 | 20 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Suppression laser | 40 | - | 40 | 40 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | ## Pistols | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Focusing crystal | 20 | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Las sub-carbine | - | 15 | 15 | 15 | 15 | 15 | 15 | - | | - Focusing crystal | - | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | - | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | - | 50 | - | ## Special Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | + with laspistol (combi) | 130 | - | 130 | - | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | 60↑ | | + with laspistol (combi) | 95 | - | 95 | - | - | - | - | - | | Rad beamer \* | - | 70 | - | - | - | - | - | - | | Rad gun | 100 | - | 100 | 100 | - | - | - | 60↑ | ## Heavy Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Lascannon \* | 155 | - | 155 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | 180 | - | - | - | - | | Plasma cannon \* | 130 | - | 130 | 130 | - | - | - | - | | Rad cannon \* | 130 | - | 130 | 130 | - | - | - | - | ## Close Combat Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :------------------------------ | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Digi laser (0-3) | - | 25 | - | - | - | - | - | - | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Servo claw | 30 | 30 | 30 | 30 | - | 30 | - | - | | Shield (Hystrar pattern energy) | 50 | - | 50 | 50 | 50 | - | - | - | | Shock baton | 30 | - | 30 | 30 | - | 30 | - | - | | Shock stave | 25 | - | 25 | 25 | 25 | 25 | - | - | | Spider-rig \* | - | 80 | - | - | - | - | - | - | ## Grenades | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Frag | 30 | 30 | 30 | 30 | (30) | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | - | 45 | - | - | | Photon flash | - | 15 | - | - | 15 | - | - | - | | Plasma | 65 | 65 | 65 | - | 65 | - | - | - | | Rad | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | 15 | - | - | | Stun | - | 25 | - | - | - | - | - | - | ## Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | - | - | - | - | - | - | 20↑ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## Field Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## Equipment | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------------------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Ash waste grav-cutter | 65 | N/A | 65 | 65 | N/A | N/A | N/A | N/A | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | - | 30 | 30 | - | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness - partial | 130 | - | 130 | - | - | - | - | - | \* N/A: Ash waste grav-cutter is restricted to Van Saar Primes, Augmeks and Teks. ## Pets (Status Item) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------- | :------: | :-------: | :------: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyberachnid (0-3) | 75 (0-3) | 75 (0-3) | 75 (0-2) | - | - | - | - | - | ## Weapon Accessories | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------------------------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hotshot las pack (laspistol & lasgun) | 20 | 20 | 20 | 20 | 20 | (20) | - | - | | Infra-sight (ranged) \*\* | 25 | 25 | 25 | 25 | - | - | - | - | | Las projector (Pistol, Basic, Special) | 35 | 35 | 35 | 35 | 35 | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | (25) | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced. ::: ## Vehicles | Item | Teknika | | :------------- | :------: | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | ## Van Saar Vehicle Equipment List All vehicles in a Van Saar gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# 90. Market Mayhem _You want the best gear? Hit the market. Of course, if you don’t want to pay you better hit it hard!_ In the Market Mayhem scenario, two gangs face off against each other after a fight breaks out in a bustling underhive market. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. 12" circle radius in the centre is the [Underhive Market](/docs/battlefield-setup/special-terrian-features/special-terrain#underhive-market). :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Take turns (starting with the defender), setting up 1 fighter at the time: - Within 12" of the centre. - Outside 1" of any enemy fighter. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## The Market _Neither side is packing heavy weapons for the fight - the attacker has snuck into the rival's market with only what they can hide on their person, while the defender doesn't want to shoot up their own settlement._ A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. In addition, the following can't be used when fighting in the market or shooting into the market (applies to all gangs): - Heavy weapons. - Ranged weapons with S6+. - Blast/Template. - Rapid Fire (X), however, can use single shot mode (without Rapid Fire). - Coup de Grace or targeting Seriously Injured fighters with attacks. #### Market Looting Counts as a Loot casket that can be opened multiple times and with different content: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :------------------------------------------------------------------------------------ | | 1 | Trapped!: Suffer a S3 hit. | | 2-3 | Nothing Much: D6x5 credits. | | 4-5 | It Wasn't Nailed Down: A Common item worth 30 or less (after the battle). | | 6 | Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain. | Note: If controlled by a gang, only the enemy can loot it. #### Ammo Stash Counts as an Ammo Crate with an additional effect within 1": - Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon. #### Poorly Constructed If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds: - Weapon Str >= 2D6 Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze. ## Ending the Battle The battle ends when any of the following are true (start of round): - Only one gang remains on the battlefield. - One gang only has Seriously Injured fighters remaining ## Victory The attacker wins if the defender only has Seriously Injured fighters remaining on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 4D6x10 for winning. - **Defender:** 3D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the winning leader. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources The winning attacker gains all of the following: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 90. Market Mayhem _You want the best gear? Hit the market. Of course, if you don’t want to pay you better hit it hard!_ In the Market Mayhem scenario, two gangs face off against each other after a fight breaks out in a bustling underhive market. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. 12" circle radius in the centre is the [Underhive Market](/docs/battlefield-setup/special-terrian-features/special-terrain#underhive-market). :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Take turns (starting with the defender), setting up 1 fighter at the time: - Within 12" of the centre. - Outside 1" of any enemy fighter. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## The Market _Neither side is packing heavy weapons for the fight - the attacker has snuck into the rival's market with only what they can hide on their person, while the defender doesn't want to shoot up their own settlement._ A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. In addition, the following can't be used when fighting in the market or shooting into the market (applies to all gangs): - Heavy weapons. - Ranged weapons with S6+. - Blast/Template. - Rapid Fire (X), however, can use single shot mode (without Rapid Fire). - Coup de Grace or targeting Seriously Injured fighters with attacks. #### Market Looting Counts as a Loot casket that can be opened multiple times and with different content: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :------------------------------------------------------------------------------------ | | 1 | Trapped!: Suffer a S3 hit. | | 2-3 | Nothing Much: D6x5 credits. | | 4-5 | It Wasn't Nailed Down: A Common item worth 30 or less (after the battle). | | 6 | Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain. | Note: If controlled by a gang, only the enemy can loot it. #### Ammo Stash Counts as an Ammo Crate with an additional effect within 1": - Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon. #### Poorly Constructed If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds: - Weapon Str >= 2D6 Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze. ## Ending the Battle The battle ends when any of the following are true (start of round): - Only one gang remains on the battlefield. - One gang only has Seriously Injured fighters remaining ## Victory The attacker wins if the defender only has Seriously Injured fighters remaining on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 4D6x10 for winning. - **Defender:** 3D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the winning leader. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources The winning attacker gains all of the following: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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# 76. The Crossing Point _Two rival gangs meet across an underhive thoroughfare that marks the border between their territories._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](crossing-point.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory - The last remaining gang is the winner. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - The winner is automatically the attacker in the next battle. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 76. The Crossing Point _Two rival gangs meet across an underhive thoroughfare that marks the border between their territories._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](crossing-point.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory - The last remaining gang is the winner. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - The winner is automatically the attacker in the next battle. :::
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# Resolve Hits _Source: Necromunda Core Rulebook (2023)_ Whenever a successful Hit roll is made against a model, there is a good chance that hit will cause that model to suffer a degree of damage. Determining how badly damaged a model is and what the effects of that damage are differs between fighters and vehicles. ## Resolving Hits Against Fighters When a fighter suffers a Hit, follow this sequence: 1. Make Wound Roll 2. Make a Save Roll 3. Inflict Damage ## 1. Make Wound Roll Whenever a Wound roll is made against a fighter, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the hit fighter’s Toughness and roll a D6 on the table below to determine if the fighter is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | :-------------------------------------------------- | :--------------: | | Is the Strength **TWICE** the Toughness or greater? | 2+ | | Is the Strength **GREATER** than the Toughness? | 3+ | | Is the Strength **EQUAL** to the Toughness? | 4+ | | Is the Strength **LOWER** than the Toughness? | 5+ | | Is the Strength **HALF** the Toughness or lower? | 6+ | ## 2. Make A Save Roll If a hit results in a successful Wound roll, or leads to an Injury roll being made against the fighter for any reason, the fighter may be able to make a Save roll. Only one Save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made, regardless of how many different Save rolls a fighter may have. For example, if a fighter wears both mesh armour and a refractor field, they may only attempt a Save roll against a successful Wound roll with one of those items. Save rolls are made either: - After the Wound roll is made but before the Wound is removed from the fighter, in which case the Wound is ‘saved’ and not removed. - If the attack has a Damage ‘-’ characteristic and causes an Injury dice to be rolled against the fighter for any reason, a Save roll is made before any Injury dice are rolled. Players should note that some weapon traits will disallow Save rolls. For example, the Gas Weapon trait states that no Save roll can be made. In such cases, regardless of any modifiers, no Save roll can be made. **Armour Penetration:** It may happen that the Armour Penetration (AP) characteristic of a weapon is greater than the Save roll granted by the armour a fighter wears, thus cancelling out the Save roll. For example, a fighter wearing mesh armour has a Save roll of 5+, but if they are hit by a weapon with AP -3, no Save roll would be possible. **Positive Save Modifiers:** In some situations, such as a fighter benefitting from partial or full cover against an attack that uses a Blast marker, a fighter’s Save roll may be improved. In such situations, this positive modifier may be added to a fighter’s normal Save roll, but may not be added to Field armour. For example, if a fighter wearing mesh armour (5+ save) and a displacer field (4+ save) gains a +1 modifier to their Save roll, they may improve their mesh armour save to 4+ but may not improve their [displacer field](/docs/armoury/field-armour#displacer-field) save to 3+. If a fighter not wearing armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. For example, if a fighter wearing no armour gains a +2 save modifier, they will be able to make a Save roll of 5+. **Rolls of a Natural 1:** A roll of a natural 1 when making a Save roll is always an automatic failure, regardless of any modifiers that may apply. ## 3. Inflict Damage If a successful Wound roll is not saved, damage is inflicted as follows: 1. Each point of Damage caused by a weapon removes one Wound from a fighter. 2. When a fighter is reduced to 0 Wounds by Damage from an attack, immediately roll one Injury dice and apply the result to the fighter (as follows). 3. If the weapon has additional points of Damage to cause after the last Wound has been removed, immediately roll an additional Injury dice for each and apply the result to the fighter. _For example, if a fighter with two Wounds is hit by a weapon that causes three points of Damage, two Injury dice will be rolled. The first point of Damage removes a Wound, the second reduces the fighter to 0 Wounds and one Injury dice is rolled, and the third and final point of Damage will cause another Injury dice to be rolled._ ### Injury Dice ![](out-of-action.jpg) ![](serious-injury.jpg) ![](flesh-wound.jpg) When any number of Injury dice are rolled against a fighter for any reason, apply the results of each individual dice against that fighter as follows: **Out of Action:** The fighter succumbs to their injuries and is immediately removed from play and will take no further part in this battle. **Serious Injury:** If a Standing or Prone and Pinned fighter suffers a Serious Injury result, they become Prone and Seriously Injured. If they suffer more than 1 Serious Injury result, each additional result after the first causes them to suffer a Flesh Wound. If this injury was inflicted in close combat, the fighter may be vulnerable to a [Coup De Grace (Simple)](/docs/the-rules/fighter-actions#coup-de-grace-simple) action. Should a Prone and Seriously Injured fighter suffer one or more Serious Injury results, they suffer an additional Flesh Wound for each. **Flesh Wound:** The fighter suffers a Flesh Wound, reducing their Toughness characteristic by 1. If a fighter is reduced to Toughness 0, they go Out of Action. :::info ### Damage ‘ - ’ Weapons A weapon with a Damage characteristic of ‘-’ does not cause Damage in the usual way and will not cause a fighter to lose a Wound. Such weapons cause injuries through the use of deadly toxins, venoms or gas. Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. The fighter may suffer a Flesh Wound, indicating they have been weakened by the attack, may suffer a Serious Injury, representing their struggle to shake off the effects of the attack, or may be taken Out of Action as they succumb to the effects of the weapon. ::: ## Lasting Injuries Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. :::danger House Rule (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ::: ### Going Into Convalescence Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### Going Into Recovery Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### Falling As described in [Terrain: Falling](/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | :-------------: | :------: | :-: | :----: | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | :::info ### Characteristic Reductions Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ::: ### Lasting Injury Table | &nbsp;&nbsp;D66&nbsp;&nbsp; | Lasting Injury | | :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned:** The fighter goes into Convalescence but gains D3 Experience. | | 12 | **Impressive Scars:** The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | **Horrid Scars:** The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | **Bitter Enmity:** The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | **Out Cold:** The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | **Convalescence:** The fighter goes into Convalescence. | | 41 | **Old Battle Wound:** At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | **Partially Deafened:** The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | **Humiliated:** The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | **Eye Injury:** The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | **Hand Injury:** The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | **Hobbled:** The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | **Spinal Injury:** The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | **Enfeebled:** The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | **Head Injury:** The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | **Multiple Injuries:** The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | **Captured:** The fighter might be [Captured](/docs/the-rules/the-post-battle-sequence#being-captured). | | 61-65 | **Critical Injury:** The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see [Medical Escort](/docs/the-rules/the-post-battle-sequence#medical-escort)) in the post-battle sequence, they will die. | | 66 | **Memorable Death:** The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Nerve Tests Seeing friends and comrades suffering serious injury can have quite a profound effect upon even the most hardened of underhive gangers. Therefore, fighters have to take a Nerve test when a friendly fighter is Prone and Seriously Injured or taken Out of Action within 3" of them, or a friendly vehicle is Wrecked within 6" of them. All fighters must test regardless of their Status and Secondary Status, though it should be noted that some fighters may be subject to a special rule that makes them immune to Nerve tests. :::note No Nerve test is required when a Juve/Prospect is taken Out of Action, except by other Juves/Prospects. ::: To make a Nerve test, make a Cool test for the fighter, applying a +1 modifier for each friendly fighter within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, nothing happens. - If the test is failed, the fighter becomes Broken. Place a Broken marker on their Fighter card to indicate that the fighter is subject to the Broken condition: - As soon as a fighter becomes Broken, they will immediately activate (even if they have already been activated this round) and make a [Running for Cover (Double)](/docs/the-rules/fighter-actions#running-for-cover-double) action. - If the fighter is Ready, they lose their Ready marker. - Broken fighters may be rallied in the End phase, as described in [Rally Tests](/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken fighter activates in a subsequent round, they may not make any actions other than Running for Cover (Double). - If a Broken fighter is engaged by an enemy fighter, they may only make Reaction attacks with a -2 modifier. :::info ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool test for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the test is passed, nothing happens. - If the test is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile will make a [Break For Air (Double)](/docs/the-rules/vehicle-actions#break-for-air-double) action, or if Stationary and Stalled make a [Burn Out (Double)](/docs/the-rules/vehicle-actions#burn-out-double) action. - If the vehicle is Ready, they lose their Ready marker. - Broken vehicles may be rallied in the End phase, as described in [Rally Tests](/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled. :::
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2024-06-13 20:34:24.508078
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# Resolve Hits _Source: Necromunda Core Rulebook (2023)_ Whenever a successful Hit roll is made against a model, there is a good chance that hit will cause that model to suffer a degree of damage. Determining how badly damaged a model is and what the effects of that damage are differs between fighters and vehicles. ## Resolving Hits Against Fighters When a fighter suffers a Hit, follow this sequence: 1. Make Wound Roll 2. Make a Save Roll 3. Inflict Damage ## 1. Make Wound Roll Whenever a Wound roll is made against a fighter, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the hit fighter’s Toughness and roll a D6 on the table below to determine if the fighter is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | :-------------------------------------------------- | :--------------: | | Is the Strength **TWICE** the Toughness or greater? | 2+ | | Is the Strength **GREATER** than the Toughness? | 3+ | | Is the Strength **EQUAL** to the Toughness? | 4+ | | Is the Strength **LOWER** than the Toughness? | 5+ | | Is the Strength **HALF** the Toughness or lower? | 6+ | ## 2. Make A Save Roll If a hit results in a successful Wound roll, or leads to an Injury roll being made against the fighter for any reason, the fighter may be able to make a Save roll. Only one Save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made, regardless of how many different Save rolls a fighter may have. For example, if a fighter wears both mesh armour and a refractor field, they may only attempt a Save roll against a successful Wound roll with one of those items. Save rolls are made either: - After the Wound roll is made but before the Wound is removed from the fighter, in which case the Wound is ‘saved’ and not removed. - If the attack has a Damage ‘-’ characteristic and causes an Injury dice to be rolled against the fighter for any reason, a Save roll is made before any Injury dice are rolled. Players should note that some weapon traits will disallow Save rolls. For example, the Gas Weapon trait states that no Save roll can be made. In such cases, regardless of any modifiers, no Save roll can be made. **Armour Penetration:** It may happen that the Armour Penetration (AP) characteristic of a weapon is greater than the Save roll granted by the armour a fighter wears, thus cancelling out the Save roll. For example, a fighter wearing mesh armour has a Save roll of 5+, but if they are hit by a weapon with AP -3, no Save roll would be possible. **Positive Save Modifiers:** In some situations, such as a fighter benefitting from partial or full cover against an attack that uses a Blast marker, a fighter’s Save roll may be improved. In such situations, this positive modifier may be added to a fighter’s normal Save roll, but may not be added to Field armour. For example, if a fighter wearing mesh armour (5+ save) and a displacer field (4+ save) gains a +1 modifier to their Save roll, they may improve their mesh armour save to 4+ but may not improve their [displacer field](/docs/armoury/field-armour#displacer-field) save to 3+. If a fighter not wearing armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. For example, if a fighter wearing no armour gains a +2 save modifier, they will be able to make a Save roll of 5+. **Rolls of a Natural 1:** A roll of a natural 1 when making a Save roll is always an automatic failure, regardless of any modifiers that may apply. ## 3. Inflict Damage If a successful Wound roll is not saved, damage is inflicted as follows: 1. Each point of Damage caused by a weapon removes one Wound from a fighter. 2. When a fighter is reduced to 0 Wounds by Damage from an attack, immediately roll one Injury dice and apply the result to the fighter (as follows). 3. If the weapon has additional points of Damage to cause after the last Wound has been removed, immediately roll an additional Injury dice for each and apply the result to the fighter. _For example, if a fighter with two Wounds is hit by a weapon that causes three points of Damage, two Injury dice will be rolled. The first point of Damage removes a Wound, the second reduces the fighter to 0 Wounds and one Injury dice is rolled, and the third and final point of Damage will cause another Injury dice to be rolled._ ### Injury Dice ![](out-of-action.jpg) ![](serious-injury.jpg) ![](flesh-wound.jpg) When any number of Injury dice are rolled against a fighter for any reason, apply the results of each individual dice against that fighter as follows: **Out of Action:** The fighter succumbs to their injuries and is immediately removed from play and will take no further part in this battle. **Serious Injury:** If a Standing or Prone and Pinned fighter suffers a Serious Injury result, they become Prone and Seriously Injured. If they suffer more than 1 Serious Injury result, each additional result after the first causes them to suffer a Flesh Wound. If this injury was inflicted in close combat, the fighter may be vulnerable to a [Coup De Grace (Simple)](/docs/the-rules/fighter-actions#coup-de-grace-simple) action. Should a Prone and Seriously Injured fighter suffer one or more Serious Injury results, they suffer an additional Flesh Wound for each. **Flesh Wound:** The fighter suffers a Flesh Wound, reducing their Toughness characteristic by 1. If a fighter is reduced to Toughness 0, they go Out of Action. :::info ### Damage ‘ - ’ Weapons A weapon with a Damage characteristic of ‘-’ does not cause Damage in the usual way and will not cause a fighter to lose a Wound. Such weapons cause injuries through the use of deadly toxins, venoms or gas. Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. The fighter may suffer a Flesh Wound, indicating they have been weakened by the attack, may suffer a Serious Injury, representing their struggle to shake off the effects of the attack, or may be taken Out of Action as they succumb to the effects of the weapon. ::: ## Lasting Injuries Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. :::danger House Rule (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ::: ### Going Into Convalescence Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### Going Into Recovery Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### Falling As described in [Terrain: Falling](/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | :-------------: | :------: | :-: | :----: | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | :::info ### Characteristic Reductions Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ::: ### Lasting Injury Table | &nbsp;&nbsp;D66&nbsp;&nbsp; | Lasting Injury | | :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned:** The fighter goes into Convalescence but gains D3 Experience. | | 12 | **Impressive Scars:** The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | **Horrid Scars:** The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | **Bitter Enmity:** The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | **Out Cold:** The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | **Convalescence:** The fighter goes into Convalescence. | | 41 | **Old Battle Wound:** At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | **Partially Deafened:** The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | **Humiliated:** The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | **Eye Injury:** The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | **Hand Injury:** The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | **Hobbled:** The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | **Spinal Injury:** The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | **Enfeebled:** The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | **Head Injury:** The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | **Multiple Injuries:** The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | **Captured:** The fighter might be [Captured](/docs/the-rules/the-post-battle-sequence#being-captured). | | 61-65 | **Critical Injury:** The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see [Medical Escort](/docs/the-rules/the-post-battle-sequence#medical-escort)) in the post-battle sequence, they will die. | | 66 | **Memorable Death:** The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Nerve Tests Seeing friends and comrades suffering serious injury can have quite a profound effect upon even the most hardened of underhive gangers. Therefore, fighters have to take a Nerve test when a friendly fighter is Prone and Seriously Injured or taken Out of Action within 3" of them, or a friendly vehicle is Wrecked within 6" of them. All fighters must test regardless of their Status and Secondary Status, though it should be noted that some fighters may be subject to a special rule that makes them immune to Nerve tests. :::note No Nerve test is required when a Juve/Prospect is taken Out of Action, except by other Juves/Prospects. ::: To make a Nerve test, make a Cool test for the fighter, applying a +1 modifier for each friendly fighter within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, nothing happens. - If the test is failed, the fighter becomes Broken. Place a Broken marker on their Fighter card to indicate that the fighter is subject to the Broken condition: - As soon as a fighter becomes Broken, they will immediately activate (even if they have already been activated this round) and make a [Running for Cover (Double)](/docs/the-rules/fighter-actions#running-for-cover-double) action. - If the fighter is Ready, they lose their Ready marker. - Broken fighters may be rallied in the End phase, as described in [Rally Tests](/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken fighter activates in a subsequent round, they may not make any actions other than Running for Cover (Double). - If a Broken fighter is engaged by an enemy fighter, they may only make Reaction attacks with a -2 modifier. :::info ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool test for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the test is passed, nothing happens. - If the test is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile will make a [Break For Air (Double)](/docs/the-rules/vehicle-actions#break-for-air-double) action, or if Stationary and Stalled make a [Burn Out (Double)](/docs/the-rules/vehicle-actions#burn-out-double) action. - If the vehicle is Ready, they lose their Ready marker. - Broken vehicles may be rallied in the End phase, as described in [Rally Tests](/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled. :::
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# 111. Gunk War _“This may not be much, but it is mine and no mutie scum is gonna take it away fromme!”_ \- Gaen ‘The Gunk Queen’ Gorvos In this scenario, a Gunk Tank must be defended while it is drained, before an attacking gang can destroy it. **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 with the following exception: Place a large Gunk Tank in the centre of the battlefield. ## Crews - **Attacker:** Custom (6). - **Defender:** Random (6). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6" of the Gunk Tank. 2. **Attacker:** Anywhere at least 6" from the defender's deployment zone. ## 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). ## Ring Of Fire _A Gunk Tank must be defended while being drained, before the attackers can destroy it._ The defender's deployment zone is a circle with an outer ring 6" from the Gunk Tank. The circumference of this circle (outer edge) is filled with gunk and has been set alight: - -1 to hit for ranged attacks that draws LoS through it. - Fighters are Revealed while within 3". - Fighters moving across suffer a S2 hit with Blaze (does not cause Pinning) after finishing the move. ## Bottom Of The Barrel _A Gunk Tank must be defended while being drained, before the attackers can destroy it._ The Gunk Tank can only be damaged by melee attacks: - T6, 3W and 4+ save. If reduced to 0 wounds it explodes! Fighters within 3" suffer the following hit: - S5, AP-1, D2 with Blaze. ## 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 at the end of a round if any of the following are true: - After 5 rounds. - The Gunk Tank explodes. - Only one gang remains. ## Victory The defender wins if the Gunk Tank has not exploded and at least 1 defender is left on the battlefield. Otherwise the attacker wins. ## Rewards #### Credits - Winner: D6x10. - Loser: D3x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers for wounding the Gunk Tank at least once. - +D3 to the defending Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Defence of Two Tunnels If players wish they may use this scenario to represent the defence of Two Tunnels as Corpse Grinder Cults invade the settlement, attempting to consume all within it. The Gunk Queen and her brother desperately attempt to defend the industrial gunkworks by flooding the surrounding streets with gunk and setting it alight! In order to do this, make the following changes: - The defender takes an Outcast gang which must include [Gaen ‘The Gunk Queen’ Gorvos](/docs/gangs/gang-additions/hired-guns/hive-scum#gaen-gorvos) as its Leader and [Vunder Gorvos](/docs/gangs/gang-additions/hired-guns/hive-scum#vunder-gorvos) as a Champion. - The attacker takes a [Corpse Grinder](/docs/gangs/gang-lists/corpse-grinder-cult/) gang. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Home Turf Advantage', 'Narrative Scenario']
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# 111. Gunk War _“This may not be much, but it is mine and no mutie scum is gonna take it away fromme!”_ \- Gaen ‘The Gunk Queen’ Gorvos In this scenario, a Gunk Tank must be defended while it is drained, before an attacking gang can destroy it. **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 with the following exception: Place a large Gunk Tank in the centre of the battlefield. ## Crews - **Attacker:** Custom (6). - **Defender:** Random (6). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6" of the Gunk Tank. 2. **Attacker:** Anywhere at least 6" from the defender's deployment zone. ## 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). ## Ring Of Fire _A Gunk Tank must be defended while being drained, before the attackers can destroy it._ The defender's deployment zone is a circle with an outer ring 6" from the Gunk Tank. The circumference of this circle (outer edge) is filled with gunk and has been set alight: - -1 to hit for ranged attacks that draws LoS through it. - Fighters are Revealed while within 3". - Fighters moving across suffer a S2 hit with Blaze (does not cause Pinning) after finishing the move. ## Bottom Of The Barrel _A Gunk Tank must be defended while being drained, before the attackers can destroy it._ The Gunk Tank can only be damaged by melee attacks: - T6, 3W and 4+ save. If reduced to 0 wounds it explodes! Fighters within 3" suffer the following hit: - S5, AP-1, D2 with Blaze. ## 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 at the end of a round if any of the following are true: - After 5 rounds. - The Gunk Tank explodes. - Only one gang remains. ## Victory The defender wins if the Gunk Tank has not exploded and at least 1 defender is left on the battlefield. Otherwise the attacker wins. ## Rewards #### Credits - Winner: D6x10. - Loser: D3x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers for wounding the Gunk Tank at least once. - +D3 to the defending Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Defence of Two Tunnels If players wish they may use this scenario to represent the defence of Two Tunnels as Corpse Grinder Cults invade the settlement, attempting to consume all within it. The Gunk Queen and her brother desperately attempt to defend the industrial gunkworks by flooding the surrounding streets with gunk and setting it alight! In order to do this, make the following changes: - The defender takes an Outcast gang which must include [Gaen ‘The Gunk Queen’ Gorvos](/docs/gangs/gang-additions/hired-guns/hive-scum#gaen-gorvos) as its Leader and [Vunder Gorvos](/docs/gangs/gang-additions/hired-guns/hive-scum#vunder-gorvos) as a Champion. - The attacker takes a [Corpse Grinder](/docs/gangs/gang-lists/corpse-grinder-cult/) gang. :::
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Agents <FighterCard cost="*"> ## 0-1 House Agents A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within each House, the recruiting player chooses one of the following profiles to use: <Tabs> <TabItem value="cawdor" label="Cawdor" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="delaque" label="Delaque" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="escher" label="Escher" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </TabItem> <TabItem value="goliath" label="Goliath" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </TabItem> <TabItem value="orlock" label="Orlock" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | </TabItem> <TabItem value="vansaar" label="Van Saar"> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </TabItem> </Tabs> **Special Rules:** \*Petition, Gang Hierarchy (Champion), Group Activation (1), “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **\*Petition:** A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-5 | The House heeds the gang’s plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for **40 credits**. | | 6-10 | The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for **80 credits**. | | 11-15 | The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. | | 16+ | The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions. | Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. **Gang Hierarchy (Champion):** During a battle, should this fighter pass a Bottle test, friendly Van Saar fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **“You Get What You Pay For”:** Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. </details> <details className=""> <summary>Skills</summary> A House Agent may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Brawn, Combat, Ferocity, Leadership, Tech or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the player declares which skill set they are generating the skill from and rolls a D6, re-rolling if the House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. </details> <details className="equipment"> <summary>Equipment</summary> A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from your house equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. </details> <details> <summary>Lore</summary> _The Clan Houses of Necromunda are at once dependent upon one another for their mutual prosperity and deadly rivals that seek to damage or destroy one another. Each controls its own share of the industry and resource that makes Necromunda so vital to the Imperium, jealously guarding its rights and power against rivals and enemies._ _Often in the long history of Necromunda such rivalries have exploded into harmful civil wars, wars that damage industry and commerce. In the millennia since the ascendancy of House Helmawr such wars have been… discouraged, and Houses that would take up arms and threaten the status quo dealt with harshly. Yet war and conflict are only natural. The Clan Houses fulfil their need to draw one another’s blood through the eternal struggle of the gangs, proxy warfare in the cramped habs and manufactoria replacing open battle and keeping the wide avenues and clan residences of the upper hive safe._ _Many loyal scions of the Clan Houses have risen to positions of power and influence as gang fighters of great renown. Such famed warriors are often deployed as agents by the lords they serve, sent to aid gangs beset by enemies. These agents can be considered as both weapons of their masters’ will and demonstrations of their power. Their arrival in the midst of a raging gang war sows fear in both allies and enemies alike, for their presence represents not just the interests of their masters, but highlights the failings of the local gangs to protect those interests…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Law Abiding:** - **Pious:** Can re-roll Rally tests if the result is 2 (before modifiers). - Choose equipment from Cawdor leader's list. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Delaque) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | #### Psychoteric Mastery (+30) Can be recruited as an Unsanctioned Psyker (with 1 Psychoteric Wyrd Power). This cost affects gang rating and must also be paid on top of the standard petition fee (even if it is free). </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Escher) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Goliath) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Orlock) **Cost:** 40/80 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | **Legendary Names:** 2 random (re-roll duplicates) or 1 custom. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Van Saar) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </FighterCard> <FighterCard cost="100/200"> ### Ajex Gorgoth **_Goliath only_** ![](ajex-gorgoth.webp) _The Fist of Hive Primus is the largest Goliath enclave on Necromunda, and Ajex Gorgoth is its master. One of the eight Alphas of Hive Primus, he serves Over-tyrant Varran Gor by ruling the manufactorums, slave pits, fighting arenas and forges of the Fist. Unlike his counterparts in other Clan Houses, Ajex is far from some middling bureaucrat or hive overseer, content to live his life counting quotas and gathering up tithe chits. The Lord of the Fist is a far more ‘hands on’ master, either fighting in the House of Pain – the Fist’s largest fighting pit – or descending into the underhive to expand the territories of the clan and gather slaves for its factories._ _Ajex’s long and bloody history began in the forge pits of Vat City, gathering up molten- slag spilled from the great weapon presses. A Natborn, Ajex’s cunning was apparent even then, the future Alpha using cast-off metal to fashion his own weapons. Over the following years, Ajex fought his way up to lead the Forge Lords gang, augmenting his body with home-made bionics and blades, including replacing his nose when it was bitten off in a fight. His ‘powered’ armour is something he fashioned himself, the weight far beyond what most normal fighters couldhope to carry. Fed on dirty promethium, it emits clouds of greasy black smoke, but also gives his servo claw the strength to rip off an Ambot’s head. Ajex eventually became the ruler of the Fist when he defeated its previous Alpha, whose skull he still carries around on a trophy rack fixed to his back. Varran Gor is watching Ajex’s career with great interest, lest Gor’s skull also end up adorning the Alpha’s armour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 4" (3") | 2+ | 5+ | 5 | 4 | 3 | 3+ (4+) | 4 | 8+ | 5+ | 6+ | 7+ | _\*Numbers is brackets are due to wearing Heavy Carapace armour._ **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Immovable Stance, Naaargah! **Weapons:** Powered servo claw, great chainsword. **Wargear:** Carapace (heavy), [respirator](/docs/armoury/personal-equipment#respirator). _Source: House of Chains_ </FighterCard> <FighterCard cost="100/200"> ### Arachnotek Golem **_Van Saar only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 5 | 5 | 3 | 3+ | 3 | ? | ? | ? | ? | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 'Hystrar' energy projector | 8" | 16" | +1 | - | 5 | -1 | 1 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="reckless">Reckless</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Shock claw | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Skills:** As host, plus: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Mental Mastery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#3-mental-mastery), [Rad-phaged](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#5-rad-phaged). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [[bio-booster](/docs/armoury/personal-equipment#bio-booster)](/docs/armoury/personal-equipment#bio-booster), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** \*Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable. <details> <summary>Special Rules</summary> **\*Petition:** A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the prebattle sequence: **Combined Consciousness:** The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness. Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem. For the duration of the battle, all characteristics on the Arachnotek Golem’s profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter. **Abominable Intelligence:** Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+. **Seemingly Invulnerable:** The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon’s Armour Piercing value. </details> <details> <summary>Lore</summary> _The Arachnotek Golem is a technological horror born from the deranged imagination of the Archeotek, Sater Davos. It began its existence as a means for the Van Saar to cheat death. This was in the centuries before the clan perfected their environment suits, and Davos dabbled in full cybernetica bodies as replacements for the failing flesh of his people. It is said that dead and dying Van Saar Archeoteks were brought before the Golem, where they breathed their last upon its iron skin, and gave over their fading engrams to the mechanical man. The theory was that they would live on as ghosts in the machine spirit of the Golem, and the great minds of the Van Saar might somehow be preserved. Like so many things devised by the Archeoteks, the Arachnotek Golem was both a great success and a great failure for the clan. Unfortunately for Davos, and all who would come after him, the engramic coding imprinted on the Golem could never find purchase, and so the mind of the deceased would live on in the machine for a time before fading – meaning more dead and dying had to be brought before it so it might enjoy some semblance of life. Of course, even in this damaged state the Golem found its place within the clan._ _Centuries later, the Arachnotek Golem is a tool of revenge. Its body has been added to over the years to make it a device of war, towering over most mortal hivers, its armoured torso held aloft on spider legs and armed with an assortment of archaeo-arcane weaponry created by some of the most powerful Archeoteks to have ever lived. Bold Van Saar gangs might petition the services of the Golem by offering up one of their brothers or sisters so the machine might absorb their engramic spirit for a time – such a melding is not without its risks, however, and can leave the donor little more than a blithering idiot._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="40/80"> ### Athera & Stix **_Escher & Lady Credo's Rebellion only_** ![](athera-stix.jpg) ### Athera | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Master-crafted<br />Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Plasma Pistol | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | </WeaponStats> **Skills:** [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). #### Adina's Champion - After deployment, challenge an enemy fighter. - Gain the following until attacking any other model: - +1 A & [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) (Agility). #### Favoured of Stix Stix is always deployed within 3" (Exotic Beast). #### Petition A gang allied with the Lady Credo's Rebellion can petition to have her join them. Roll on the generic Agent petition table before the battle. ### Stix (Caryatid) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ | **Weapons:** None (always make unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus) Save can be made only once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. _The gene-sister of Adina, Athera has stood at the side of the Matriarch Primus since Adina’s ascension to the Council of Crones. A clone child of Queen Vhoadycia, Athera was hoped by the Chymist Covens, much like Adina, to be a cure for the Flesh Curse. Also like Adina, she failed in that regard, though grew into a woman of exceptional skill and willpower. The Matriarch Primus trusts Athera more than any other of her entourage, and far more than the bickering members of the Council of Crones. Athera is never far from Adina’s side, unless the Matriarch has dispatched her on some task or other, and the two share a special bond that goes beyond the sisterhood of the House of Blades. More than just Adina’s bodyguard, Athera is the Matriarch’s champion – sometimes called the Matriarch’s Blade – and has stood as proxy for Adina in many matters of honour both within and without the Clan House. More than one opponent of Adina has openly backed down from an argument or a threat upon seeing Athera step out of the shadows, casually balancing her chain axe on her shoulder._ _Athera, already a powerful figure in House Escher, was further blessed when a Caryatid sought her out while she was operating in the underhive of Hive Primus. The diminutive blue creature landed on her shoulder, and has been at her side ever since, bringing her good fortune. Athera named the creature Stix, after the chem river that runs through Rust Town where she first encountered it. She has been known to converse with the creature, often while interrogating or negotiating, much to the unease of her opponents as she tells Stix all the ways she is going to ‘deal’ with them._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Cyniss, the Mother of Poisons **_Escher only_** ![](cyniss.jpg) _Of all the Prymari Wytches, Mother Cyniss is by far the most respected and feared. She has a seat on the Council of Crones and, if it is to be believed, the ear of Matriarch Primus Adina herself. Cyniss’ power comes from her control of the Hive Primus Chymist Cults and the Prymari Death-maidens. Old, even by the standards of the Council of Crones, Cyniss has maintained her youthful appearance through countless rejuve treatments, her timeless appearance concealing her extreme age. Despite having led the Prymari Wytches for almost two centuries, Cyniss still ventures out into the underhive in search of promising candidates for the Death-maidens, or rare ingredients for her potions._ _Given her importance and power, she usually travels in the company of Death-maidens or with a loyal Escher gang. The benefits of helping Cyniss on one of her expeditions are the finest chems for the gang, sharpening their senses and increasing their reflexes far beyond what youth and muscle alone could achieve. Cyniss herself is no easy target either. Beneath her Clan Chymist’s robe she hides a wealth of poisons and chems to feed her wrist-mounted needle pistols. With a contemptuous gesture, Cyniss can unleash a flurry of these darts, paralysing, rendering unconscious, or even killing her foes. And should a round or blade find its way into Cyniss’ flesh, subdermal chem-pumps stand ready to flood her system with stimms or hyper-coagulants, preserving her from harm and giving Cyniss time to make whoever wounded her pay for their mistake._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 5+ | 6+ | 6+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** Wrist-mounted needler. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Master Clan Chymist When activating, can apply 1 Chem-alchemy Toxin effect the wrist-mounted needler (lasts for this round). _Source: House of Blades_ </FighterCard> <FighterCard cost="40/80"> ### Lady Haera **_Imperial House only_** ![](lady-haera.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :---------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Phase sword | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="phase">Phase</Tooltip> | | Power spear | | - melee | E | 2" | - | - | S | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | \* | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field). #### Homing Teleport Each time the power spear is used to make a ranged attack, roll a 3+, otherwise the the spear can only be used once more as a ranged attack (it runs out of charge after returning to the owner). If thrown without a charge, it cannot be used again for the rest of the battle. #### Watch-skulls 360° vision arc. #### Petition A gang allied with the Imperial House can petition to have her join them. Roll on the generic Agent petition table before the battle. _Even by the grim standards of Necromunda’s nobility, Haera is a sociopath and a backstabbing murderer. Before she was old enough to leave her nursery chambers, Haera was manipulating and torturing her servants. One of her favourite games was making up some imagined crime to place upon a newly arrived nanny or guard and then forcing them to frame one of her other keepers for the offence, lest she reveal their ‘secret’. It was excellent training for the life she would lead as one of Lord Helmawr’s Trueborn children and a claimant to the Helmawr throne. Some say old Gerontius Helmawr only named her Trueborn because her mother, the consort Junos Gileain Ulanti, reminded him of his own mother. Though others say it was because he recognised Haera’s talent for treachery early on and thought naming her Trueborn would keep his other children on their toes._ _Haera has grown into a dangerous young woman, as deadly as any underhive ganger and just as mean. Her most fearsome attribute, however, is her mind; long before the Great Darkness, she was exploiting her siblings and turning them against each other for her own amusement. Those who have thought to move against her more directly have discovered she is also far from helpless when it comes to personal danger – trained by the finest blademasters of the spire, she is easily the equal of any noble swordsman or swordswoman. The fabulous wealth of the Helmawr family affords her exceptional weapons and wargear; her refractor field infused carapace armour and watch-skulls protecting her while she dispatches foes withher phase sword and power spear._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Margo Merdena **_Orlock only_** ![](margo-merdena.jpg) _The seventh daughter of Slate Merdena, Margo runs the Dustsea road crews for Clan Orlock. Young for a Road Boss – still shy of her 30th grand cycle – she has nonetheless garnered a lot of respect from her peers for opening up the Dustsea road to Hive Rothgol. For years, the Dustsea, Deadsea and Drysea crews were at odds, their fractious gangs fighting for control of the vast wasteland off the western edge of the Palatine Plateau. While they struggled, Ash Waste Nomad tribes, mutie packs, wasteland critters and other clan gangs raided the roads between Hive Primus and the western hive clusters. Margo changed all that. In brutal succession she bested a dozen Orlock gang bosses, uniting their riders under her control, and launching a raid against the largest Ash Waste Nomad settlement in the Deadsea. During the savage battle a Dust Stalker tore off her legs, Margo killing the beast with her harpoon gun and using its coil to staunch the bleeding. For an hour she lay in a pool of her own blood, killing anything that was foolish enough to try to finish her off. And afterwards she fashioned new legs from the wheel blades and axle springs of her wrecked ash-runner. After that, the rest of the gangs fell into line and her influence continued to spread._ _Margo moves terrifyingly fast for a woman with cyber-augmented legs, often dashing across the ash in a blur of movement to hack someone apart with an axe kick. To help her get around on her rig, she has created a gauntlet-mounted harpoon gun, firing a spear into her intended target and then dragging it, or herself to where she needs to be. This comes in especially handy when boarding enemy vehicles, but no less so when it comes to climbing through the tangled ruin of the underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 3 | 2+ | 3 | 5+ | 6+ | 6+ | 7+ | **Skills:** Bring It On!, [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Leg blades, harpoon fist. **Wargear:** Flak, [respirator](/docs/armoury/personal-equipment#respirator). #### Queen of the Road All Faction fighters on the battlefield can use this fighter’s Cool characteristic instead of their own. _Source: House of Iron_ </FighterCard> <FighterCard cost="100/200"> ### Necrana **_Escher only_** ![](necrana.jpg) _No one remembers Necrana’s real name. All those who knew her when she was alive have long since died, and Necrana herself rarely speaks, if she speaks at all. Wrapped in stained and torn robes, the Death-maiden ancient is a nightmare given form to the gangs of Hive Ceres and beyond. Years of battle have left her flesh pocked with bullet wounds and scarred by blades, the punishment far more than anything living could survive. And yet Necrana endures, her face slowly rotting away beneath her mask of stained bandages. While age has slowed Necrana’s reactions, the embalming toxins that fill her body have made her far more resilient to compensate. As her enemies will attest, the Death-maiden has risen from kill-shots, and supposedly fatal blows, time and time again._ _There are those within the Moraegan who have argued to let Necrana be put to rest – it being well-known that should a Death-maiden stop receiving her regular treatments she will die for good. These other Death-maidens believe to keep one of their own active for so long is an affront to the laws of the House, and an act of extreme cruelty. The Ceres Chymist Cult who minister to Necrana argue that Necrana continues to hunt for the clan willingly._ _What they haven’t told anyone, however, is Necrana hasn’t taken their elixirs for years..._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 4+ | 3 | 4 | 3 | 4+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** Hit & Run, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows). **Weapons:** Needle pistol, venom claw. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Immortal Death-Maiden - Unaffected by Coup de Grace (Simple) action. - Treats any Out of Action as Serious Injury instead. - Does not roll Injury dice in the Recovery phase. Instead, roll equal to or less than the Toughness to recover (suffering a Flesh Wound as normal). - Goes Out of Action when Toughness is reduced to 0 (as normal). _Source: House of Blades_ </FighterCard> <FighterCard cost="100/200"> ### Orrin Grimjarl, Last Charter Lord of Jardlan _During the Great Darkness, Jardlan’s Holdfast was destroyed by the Tsun’ghar and only a handful of Jardlan Squats remained – among them, the outcast engineer Orrin Grimjarl. Many squats so shamed by the destruction of their people would take an oath of vengeance and spend what days they had left hunting down the enemies of the mining clans. Not so Orrin. Determined that Jardlan should not fade into history like so many clans before it, he vowed to restore the ancestral hold of his people, no matter the kinds of allies he must make to see it come to pass._ _A brilliant, if somewhat eccentric, engineer, Orrin is an outcast from the technical doctrines of his clan and he has created all manner of bespoke wargear and weaponry for his own personal use. The most unusual of these is without a doubt his ‘fractal pulse beamer’ – a negative energy laser weapon made up of dozens of opposable lenses – capable of cutting down into rich mineral seams or just as equally carving limbs off troublesome wasters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fractal<br /> pulse beamer | 3" | 8" | - | +1 | 9 | -4 | 3 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | Rock-drill | - | E | - | - | 3 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead<br /> autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Frag <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Krak <br />grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolitions</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | | Smoke <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (\*")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** Stubborn to the Last. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), Techmite Exovator. #### Petition A gang does not simply hire Orrin Grimjarl. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Orrin Grimjarl, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :----------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | | 1-8 | Orrin Grimjarl heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ | Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. #### Last Charter Lord of the Jardlan Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test. #### Stubborn To The Last When this fighter is taken Out of Action, before being removed from the table they may immediately make either a Shoot (Basic) or Fight (Basic) action even if they do not have a Ready marker. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100/200"> ### Servant of the Silent Ones **_Delaque only_** ![](servant-of-the-silent-ones.jpg) _The Servant is a creature built of memory, plasteel and genetic scraps. It began as a collective dream experienced by the Star Chamber, dozens of powerful Delaque leaders feeling the will of the Psychoterica impressed down upon them. Like some sleeping giant trying to rise from the depths, the Servant took shape from this dream, much as the stalkers are shaped by the psychic talents of a Whisperer into a tool for the clan. Unlike the Piscean and Cephalopod Stalkers, however, the Servant is no mere animal guided by the mental commands of its controller. Rather, not long after its shell was created to match the vision of the Star Chamber, and a cultured cranial soup poured into its cortex, it became self-aware. Guided by ancient memories, some echoing down across the aeons from the Silent Ones, others fresher, coming from its Piscean heritage, the Servant has become an effective tool of the Star Chamber in its plans to awaken the original Necromundans._ _Held aloft on a bundle of mechanical tendrils, the Servant can stand taller than an Ogryn or flatten itself out until it is only a few spans above the ground. The spherical jaws that make up its body and protect its ‘brain’ are in constant motion, giving the appearance of some grim cross between octopus and shark – not that most Necromundans would know what either of these Ancient Terran beasts actually look like. It can also move with surprising speed, using the bundles of its tendrils to run along dome ceilings or dash up ladders. In the service of the House, it can also be quite deadly, its tendrils charged with electricity and its ‘mouth’ able to emit a stunning wail._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 8” (7”) | 4+ | 4+ | 4 | 5 | 3 | 4+ (5+) | 5 | 7+ | 4+ | 5+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Subsonic wail, electro-tendril. **Wargear:** Carapace (heavy), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). #### Psychoteric Echo Chamber Once per round, if a friendly Faction Psyker within 12" uses a Wyrd Power, this fighter can make the same Wyrd Power (resolved one after the other, starting with the active fighter). This fighter does not count as being active or activated (does not lose Ready). _Source: House of Shadow_ </FighterCard> ## List of Outlaw Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Outlaw:** - **Fanatical:** Can re-roll Nerve tests if the result is 2 (before modifiers). - Choose equipment from Redemptionist leader's list. </FighterCard> <FighterCard cost="*"> ### Axon Hammer **_Goliath only_** _A hero among the Goliath of the Ash Wastes, Axon Hammer is the brutal leader of the Irontree Reavers. A Natborn from Cinderak City, Axon was brought up among Ash Waste Nomad raids and toxic dust storms. Even from his early days as a prospect, Axon’s talents leaned not just into killing outlanders and winning fist fights, but also working on the Maulers, rigs and runners of his Clan. While still a member of the Redroad Brotherhood gang, he built his custom Cargo-8 from the wreckage of a Mercator Gelt Ridgerunner. Covered in armoured plates, spikes and rivet cannon, he dubbed it the Behemoth and set about carving out a bloody name for himself and his gang in the Great Crater and beyond._ _Today, Axon is an adventurer and road warrior who stalks the Spider Points in the shadow of the Palatine Cluster. He plagues the Orlock trade routes − so much so that the Clan House has placed a massive bounty on his head − and operates out of both Primus and Traizor for his Goliath masters. He also ranges far and wide across the Great Equatorial Wastes, is reputed to have explored the warrens beneath the Cinderdeeps and even as far as the tunnels that connect the Dust Wall to the ruins of Hive Secundus. During the Great Darkness, Axon joined with Gorshiv in the attack on Cinderak City and the ash gates, personally scouring the Spider Points of Escher outriders. With the war between the Clans just getting started, Axon is now turning his attention to the growing battle for Hive Temenos and the Saints Waste − the loyal brothers of the Irontree Reavers at his back._ ![](axon-hammer.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 3 | 4+ | 3 | 5+ | 4+ | 7+ | 6+ | **Skills:** Fists of Steel, [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** Boltgun / plasma gun (combi). **Wargear:** Frag grenades, Furnace plates, [refractor field](/docs/armoury/field-armour#refractor-field). **Special Rules:** Petition, Fists of Steel, Wastes' Most Wanted, "You Get What You Pay For", Outlaw. #### \*Petition A Goliath gang does not simply hire Axon. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Axon, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------- | | 1-8 | Axon heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. | | 16+ | Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | #### Fists of Steel Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2. #### Wastes’ Most Wanted Axon Hammer has one of the highest bounties on his head of any raider in the wastes. If a gang gets either a Memorable Death result when taking Axon Out of Action (66 on the Lasting Injury table) or captures him, they add 200 credits to their Stash during the battle’s End phase as they collect the bounty. #### “You Get What You Pay For” Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, he may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. #### Outlaw Axon Hammer is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard> <FighterCard cost="100/200"> ### Klovis the Redeemer & Malakev **_Cawdor only_** ![](klovis-malakev.jpg) _The Redeemer is a legend among the people of Necromunda – a furious firebrand and fanatical warrior, whose devotion to the Redemption is unmatched by his peers. Once he was a noble of Clan Cawdor known as Lord Klovis, and enjoyed the wealth of the clan’s upper classes in Hive Primus. Some even say he could have taken up the mantle of Thane, should he have wanted it, but instead chose a different path. Casting off the trappings of nobility, the Redeemer set out into the underhive to purge the unclean and spread the word of the Redemption. It was not long before he had drawn a band of zealous followers, fighters drawn to the strength of his convictions and the brutal methods he favoured. Deacon Malakev, a diminutive servoscribe, is perhaps the most well-known of these. A devoted member of the faith turned into a servitor, he follows the Redeemer on his crusades diligently recording his great deeds, as well as carrying the Liber Excruciatus, Klovis’ infamous book of tortures._ _A lifetime of bringing the righteous Redemption to the outcasts and heretics of Necromunda has hardened the Redeemer against such petty notions as pity or mercy, and those who face him know they can expect no quarter from the zealous warrior._ _To further terrify his foes, the Redeemer wears a flaming crown upon his head, its blazing fires spitting and sparking as his furious gaze burns into his enemies. His former wealth as a noble, and his connections to the upper circles of House Cawdor, afford him weapons and wargear of exceptional quality. His crimson robes hide quilted mesh armour able to stop auto rounds and las blasts, while he favours well-maintained chain weapons like his custom eviscerator, known as the Sword of Persecution. Rumour has it that he has even built a fortress somewhere out in the Ash Wastes, and has his own armoured transport that he uses to purge the wilds of mutants, monsters and other heretics._ _The greatest strength of the Redeemer, however, is not his considerable skill as a warrior, or the unique weapons he carries, but rather the strength of his faith. In many ways he is the embodiment of the Redemption, a pure expression of religious fury given form. Followers of the Redemption fight harder under his gaze, just as enemies of the faith quail in fear – a terror only reinforced by the Redeemer’s methods for ‘cleansing’ the souls of unbelievers through torture. As the Redeemer himself likes to say: ‘If it doesn’t hurt, it doesn’t count!’_ ### Klovis the Redeemer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 5+ | 6+ | 8+ | **Skills:** Devotional Frenzy, [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), Restless Faith (only applies to Outcast Leader). **Weapons:** Eviscerator (master-crafted). **Wargear:** Flak, incombustible hauberk, Book of the Redemption, pyromantic mantle. #### Fearsome Reputation (Same as Terrifying) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). #### Articles of Faith (3) - Generates a number of Faith dice (as shown in parentheses) in the same ways as any other Faction fighter. - Can perform Articles of Faith (Path of the Redeemer). #### The Liber Excruciatus If both fighters are Active and within 1" of each other, Klovis can spend a Basic action (Know your Fate): D3 enemies (chosen by Klovis) with LOS to Klovis and within 9" of Klovis must make a Nerve test with a -1 modifier. :::note Restless Faith is completely useless on an Agent. ::: ### Malakev | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 6+ | 2 | 4 | 2 | 5+ | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** None. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (4+). #### Bodyguard (Klovis) If the other fighter is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Dedicated Follower - Included with Klovis (cannot be hired on his own). - Must be deployed within 3" of Klovis (at the start of the battle). #### Scribe - +D3 Reputation to the hiring gang if both Malakev & Klovis are on the battlefield (not Seriously Injured) at the end of a battle. :::danger House Rule (Necrodamus) Malakev is probably not an agent, and should instead have the following attributes: - Outlaw Faction fighter (Hired Fighter). - Generates no Faith dice. - Cannot perform any Articles of Faith. ::: _Source: House of Faith_ </FighterCard> <FighterCard cost="*"> ### The Prophet _The Prophet − as he became widely known to his followers and foes alike − emerged from the ruins of Cinderak City in the wake of the battle between the Goliaths and Escher. On a planet overrun with madmen and hive preachers, he might well have become just one more crazed voice in the crowd, had it not been for the strange relic he carried. The ancient remains of a Redemptor Priest held aloft on a pole, the relic was surrounded by a palpable aura of devotion, and those who looked upon it felt as if the God-Emperor Himself stood before them, such was the faith it inspired. Among his followers, the Prophet is variously believed to be a reincarnation of Encorderius Brayne − the first leader of the Redemption, or perhaps a manifestation of the Lost Saint to whom many Redemptionists offer up their prayers − sent to carry the relic, and the word, to the people. To his enemies, he is denounced as a Daemon masquerading as a leader of the faith, or a xenos infiltrator working psychic magic upon his flock. The truth, as is often the case, might lie somewhere between the two. It is said that the Prophet speaks to the relic. Pilgrims often observe the two conversing, albeit with the Prophet doing most of the talking. The word of the Prophet, the blessed voice that can sway crowds and turn the faithless into the faithful, is believed to come from this relic._ _Though he carries only the skeletal remains of the saint and the banner they rest atop, the Prophet can walk into battle with little fear for his life. Enemies that try to bring him harm find themselves overcome by his divine presence and either lower their weapons or shoot wide at the last moment. Such is his power, that he can direct an enemy with a word and only the most strong willed can resist. In this way, his followers have observed him turn grizzled gang leaders against their own, or even stay rabid animals intent only on slaughter. The greatest strength the Prophet possesses, however, is doubtless the zealousness he inspires in those around him. To simply stand in the presence of the Prophet and his relic is to know utter conviction and devotion to the Redemption, such that choosing to give up one’s life to save that of their holy leader is a decision made with no thought or reservation at all._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 8” | 4+ | 4+ | 5 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ | **Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Weapons:** None. **Wargear:** Servo harness (benefitws already included in fighter profile). **Special Rules:** Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw. #### \*Petition A House Cawdor, Crusading gang or gang allied to Lady Credo’s Rebellion does not simply hire the Prophet. Instead, he may come to the aid of a gang when a petition is made by a gang’s Leader. If a gang wishes to hire the Prophet, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :---------------------------------------------------------------------------------------------------------------------------- | | 1-8 | The Prophet heeds the gang’s plea for aid. The gang may hire him for this battle for 80 credits. | | 9-15 | The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits. | | 16+ | The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire the Prophet, or it may roll on their House Favours table. They may not do both. Only House Cawdor gangs, Crusading gangs or gangs allied to Lady Credo’s Rebellion may petition the Prophet. #### Blessed by the Lost Saint The Prophet seems to lead a blessed life; none can act against him, either looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight (Basic) or Shoot (Basic) action that targets the Prophet, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately. In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule. #### Beacon of Redemption Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks. #### Articles of Faith If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic. #### Outlaw The Prophet is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard>
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Agents <FighterCard cost="*"> ## 0-1 House Agents A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within each House, the recruiting player chooses one of the following profiles to use: <Tabs> <TabItem value="cawdor" label="Cawdor" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="delaque" label="Delaque" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="escher" label="Escher" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </TabItem> <TabItem value="goliath" label="Goliath" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </TabItem> <TabItem value="orlock" label="Orlock" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | </TabItem> <TabItem value="vansaar" label="Van Saar"> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </TabItem> </Tabs> **Special Rules:** \*Petition, Gang Hierarchy (Champion), Group Activation (1), “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **\*Petition:** A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-5 | The House heeds the gang’s plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for **40 credits**. | | 6-10 | The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for **80 credits**. | | 11-15 | The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. | | 16+ | The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions. | Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. **Gang Hierarchy (Champion):** During a battle, should this fighter pass a Bottle test, friendly Van Saar fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **“You Get What You Pay For”:** Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. </details> <details className=""> <summary>Skills</summary> A House Agent may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Brawn, Combat, Ferocity, Leadership, Tech or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the player declares which skill set they are generating the skill from and rolls a D6, re-rolling if the House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. </details> <details className="equipment"> <summary>Equipment</summary> A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from your house equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. </details> <details> <summary>Lore</summary> _The Clan Houses of Necromunda are at once dependent upon one another for their mutual prosperity and deadly rivals that seek to damage or destroy one another. Each controls its own share of the industry and resource that makes Necromunda so vital to the Imperium, jealously guarding its rights and power against rivals and enemies._ _Often in the long history of Necromunda such rivalries have exploded into harmful civil wars, wars that damage industry and commerce. In the millennia since the ascendancy of House Helmawr such wars have been… discouraged, and Houses that would take up arms and threaten the status quo dealt with harshly. Yet war and conflict are only natural. The Clan Houses fulfil their need to draw one another’s blood through the eternal struggle of the gangs, proxy warfare in the cramped habs and manufactoria replacing open battle and keeping the wide avenues and clan residences of the upper hive safe._ _Many loyal scions of the Clan Houses have risen to positions of power and influence as gang fighters of great renown. Such famed warriors are often deployed as agents by the lords they serve, sent to aid gangs beset by enemies. These agents can be considered as both weapons of their masters’ will and demonstrations of their power. Their arrival in the midst of a raging gang war sows fear in both allies and enemies alike, for their presence represents not just the interests of their masters, but highlights the failings of the local gangs to protect those interests…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Law Abiding:** - **Pious:** Can re-roll Rally tests if the result is 2 (before modifiers). - Choose equipment from Cawdor leader's list. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Delaque) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | #### Psychoteric Mastery (+30) Can be recruited as an Unsanctioned Psyker (with 1 Psychoteric Wyrd Power). This cost affects gang rating and must also be paid on top of the standard petition fee (even if it is free). </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Escher) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Goliath) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Orlock) **Cost:** 40/80 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | **Legendary Names:** 2 random (re-roll duplicates) or 1 custom. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Van Saar) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </FighterCard> <FighterCard cost="100/200"> ### Ajex Gorgoth **_Goliath only_** ![](ajex-gorgoth.webp) _The Fist of Hive Primus is the largest Goliath enclave on Necromunda, and Ajex Gorgoth is its master. One of the eight Alphas of Hive Primus, he serves Over-tyrant Varran Gor by ruling the manufactorums, slave pits, fighting arenas and forges of the Fist. Unlike his counterparts in other Clan Houses, Ajex is far from some middling bureaucrat or hive overseer, content to live his life counting quotas and gathering up tithe chits. The Lord of the Fist is a far more ‘hands on’ master, either fighting in the House of Pain – the Fist’s largest fighting pit – or descending into the underhive to expand the territories of the clan and gather slaves for its factories._ _Ajex’s long and bloody history began in the forge pits of Vat City, gathering up molten- slag spilled from the great weapon presses. A Natborn, Ajex’s cunning was apparent even then, the future Alpha using cast-off metal to fashion his own weapons. Over the following years, Ajex fought his way up to lead the Forge Lords gang, augmenting his body with home-made bionics and blades, including replacing his nose when it was bitten off in a fight. His ‘powered’ armour is something he fashioned himself, the weight far beyond what most normal fighters couldhope to carry. Fed on dirty promethium, it emits clouds of greasy black smoke, but also gives his servo claw the strength to rip off an Ambot’s head. Ajex eventually became the ruler of the Fist when he defeated its previous Alpha, whose skull he still carries around on a trophy rack fixed to his back. Varran Gor is watching Ajex’s career with great interest, lest Gor’s skull also end up adorning the Alpha’s armour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 4" (3") | 2+ | 5+ | 5 | 4 | 3 | 3+ (4+) | 4 | 8+ | 5+ | 6+ | 7+ | _\*Numbers is brackets are due to wearing Heavy Carapace armour._ **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Immovable Stance, Naaargah! **Weapons:** Powered servo claw, great chainsword. **Wargear:** Carapace (heavy), [respirator](/docs/armoury/personal-equipment#respirator). _Source: House of Chains_ </FighterCard> <FighterCard cost="100/200"> ### Arachnotek Golem **_Van Saar only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 5 | 5 | 3 | 3+ | 3 | ? | ? | ? | ? | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 'Hystrar' energy projector | 8" | 16" | +1 | - | 5 | -1 | 1 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="reckless">Reckless</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Shock claw | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Skills:** As host, plus: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Mental Mastery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#3-mental-mastery), [Rad-phaged](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#5-rad-phaged). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [[bio-booster](/docs/armoury/personal-equipment#bio-booster)](/docs/armoury/personal-equipment#bio-booster), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** \*Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable. <details> <summary>Special Rules</summary> **\*Petition:** A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the prebattle sequence: **Combined Consciousness:** The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness. Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem. For the duration of the battle, all characteristics on the Arachnotek Golem’s profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter. **Abominable Intelligence:** Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+. **Seemingly Invulnerable:** The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon’s Armour Piercing value. </details> <details> <summary>Lore</summary> _The Arachnotek Golem is a technological horror born from the deranged imagination of the Archeotek, Sater Davos. It began its existence as a means for the Van Saar to cheat death. This was in the centuries before the clan perfected their environment suits, and Davos dabbled in full cybernetica bodies as replacements for the failing flesh of his people. It is said that dead and dying Van Saar Archeoteks were brought before the Golem, where they breathed their last upon its iron skin, and gave over their fading engrams to the mechanical man. The theory was that they would live on as ghosts in the machine spirit of the Golem, and the great minds of the Van Saar might somehow be preserved. Like so many things devised by the Archeoteks, the Arachnotek Golem was both a great success and a great failure for the clan. Unfortunately for Davos, and all who would come after him, the engramic coding imprinted on the Golem could never find purchase, and so the mind of the deceased would live on in the machine for a time before fading – meaning more dead and dying had to be brought before it so it might enjoy some semblance of life. Of course, even in this damaged state the Golem found its place within the clan._ _Centuries later, the Arachnotek Golem is a tool of revenge. Its body has been added to over the years to make it a device of war, towering over most mortal hivers, its armoured torso held aloft on spider legs and armed with an assortment of archaeo-arcane weaponry created by some of the most powerful Archeoteks to have ever lived. Bold Van Saar gangs might petition the services of the Golem by offering up one of their brothers or sisters so the machine might absorb their engramic spirit for a time – such a melding is not without its risks, however, and can leave the donor little more than a blithering idiot._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="40/80"> ### Athera & Stix **_Escher & Lady Credo's Rebellion only_** ![](athera-stix.jpg) ### Athera | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Master-crafted<br />Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Plasma Pistol | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | </WeaponStats> **Skills:** [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). #### Adina's Champion - After deployment, challenge an enemy fighter. - Gain the following until attacking any other model: - +1 A & [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) (Agility). #### Favoured of Stix Stix is always deployed within 3" (Exotic Beast). #### Petition A gang allied with the Lady Credo's Rebellion can petition to have her join them. Roll on the generic Agent petition table before the battle. ### Stix (Caryatid) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ | **Weapons:** None (always make unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus) Save can be made only once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. _The gene-sister of Adina, Athera has stood at the side of the Matriarch Primus since Adina’s ascension to the Council of Crones. A clone child of Queen Vhoadycia, Athera was hoped by the Chymist Covens, much like Adina, to be a cure for the Flesh Curse. Also like Adina, she failed in that regard, though grew into a woman of exceptional skill and willpower. The Matriarch Primus trusts Athera more than any other of her entourage, and far more than the bickering members of the Council of Crones. Athera is never far from Adina’s side, unless the Matriarch has dispatched her on some task or other, and the two share a special bond that goes beyond the sisterhood of the House of Blades. More than just Adina’s bodyguard, Athera is the Matriarch’s champion – sometimes called the Matriarch’s Blade – and has stood as proxy for Adina in many matters of honour both within and without the Clan House. More than one opponent of Adina has openly backed down from an argument or a threat upon seeing Athera step out of the shadows, casually balancing her chain axe on her shoulder._ _Athera, already a powerful figure in House Escher, was further blessed when a Caryatid sought her out while she was operating in the underhive of Hive Primus. The diminutive blue creature landed on her shoulder, and has been at her side ever since, bringing her good fortune. Athera named the creature Stix, after the chem river that runs through Rust Town where she first encountered it. She has been known to converse with the creature, often while interrogating or negotiating, much to the unease of her opponents as she tells Stix all the ways she is going to ‘deal’ with them._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Cyniss, the Mother of Poisons **_Escher only_** ![](cyniss.jpg) _Of all the Prymari Wytches, Mother Cyniss is by far the most respected and feared. She has a seat on the Council of Crones and, if it is to be believed, the ear of Matriarch Primus Adina herself. Cyniss’ power comes from her control of the Hive Primus Chymist Cults and the Prymari Death-maidens. Old, even by the standards of the Council of Crones, Cyniss has maintained her youthful appearance through countless rejuve treatments, her timeless appearance concealing her extreme age. Despite having led the Prymari Wytches for almost two centuries, Cyniss still ventures out into the underhive in search of promising candidates for the Death-maidens, or rare ingredients for her potions._ _Given her importance and power, she usually travels in the company of Death-maidens or with a loyal Escher gang. The benefits of helping Cyniss on one of her expeditions are the finest chems for the gang, sharpening their senses and increasing their reflexes far beyond what youth and muscle alone could achieve. Cyniss herself is no easy target either. Beneath her Clan Chymist’s robe she hides a wealth of poisons and chems to feed her wrist-mounted needle pistols. With a contemptuous gesture, Cyniss can unleash a flurry of these darts, paralysing, rendering unconscious, or even killing her foes. And should a round or blade find its way into Cyniss’ flesh, subdermal chem-pumps stand ready to flood her system with stimms or hyper-coagulants, preserving her from harm and giving Cyniss time to make whoever wounded her pay for their mistake._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 5+ | 6+ | 6+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** Wrist-mounted needler. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Master Clan Chymist When activating, can apply 1 Chem-alchemy Toxin effect the wrist-mounted needler (lasts for this round). _Source: House of Blades_ </FighterCard> <FighterCard cost="40/80"> ### Lady Haera **_Imperial House only_** ![](lady-haera.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :---------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Phase sword | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="phase">Phase</Tooltip> | | Power spear | | - melee | E | 2" | - | - | S | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | \* | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field). #### Homing Teleport Each time the power spear is used to make a ranged attack, roll a 3+, otherwise the the spear can only be used once more as a ranged attack (it runs out of charge after returning to the owner). If thrown without a charge, it cannot be used again for the rest of the battle. #### Watch-skulls 360° vision arc. #### Petition A gang allied with the Imperial House can petition to have her join them. Roll on the generic Agent petition table before the battle. _Even by the grim standards of Necromunda’s nobility, Haera is a sociopath and a backstabbing murderer. Before she was old enough to leave her nursery chambers, Haera was manipulating and torturing her servants. One of her favourite games was making up some imagined crime to place upon a newly arrived nanny or guard and then forcing them to frame one of her other keepers for the offence, lest she reveal their ‘secret’. It was excellent training for the life she would lead as one of Lord Helmawr’s Trueborn children and a claimant to the Helmawr throne. Some say old Gerontius Helmawr only named her Trueborn because her mother, the consort Junos Gileain Ulanti, reminded him of his own mother. Though others say it was because he recognised Haera’s talent for treachery early on and thought naming her Trueborn would keep his other children on their toes._ _Haera has grown into a dangerous young woman, as deadly as any underhive ganger and just as mean. Her most fearsome attribute, however, is her mind; long before the Great Darkness, she was exploiting her siblings and turning them against each other for her own amusement. Those who have thought to move against her more directly have discovered she is also far from helpless when it comes to personal danger – trained by the finest blademasters of the spire, she is easily the equal of any noble swordsman or swordswoman. The fabulous wealth of the Helmawr family affords her exceptional weapons and wargear; her refractor field infused carapace armour and watch-skulls protecting her while she dispatches foes withher phase sword and power spear._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Margo Merdena **_Orlock only_** ![](margo-merdena.jpg) _The seventh daughter of Slate Merdena, Margo runs the Dustsea road crews for Clan Orlock. Young for a Road Boss – still shy of her 30th grand cycle – she has nonetheless garnered a lot of respect from her peers for opening up the Dustsea road to Hive Rothgol. For years, the Dustsea, Deadsea and Drysea crews were at odds, their fractious gangs fighting for control of the vast wasteland off the western edge of the Palatine Plateau. While they struggled, Ash Waste Nomad tribes, mutie packs, wasteland critters and other clan gangs raided the roads between Hive Primus and the western hive clusters. Margo changed all that. In brutal succession she bested a dozen Orlock gang bosses, uniting their riders under her control, and launching a raid against the largest Ash Waste Nomad settlement in the Deadsea. During the savage battle a Dust Stalker tore off her legs, Margo killing the beast with her harpoon gun and using its coil to staunch the bleeding. For an hour she lay in a pool of her own blood, killing anything that was foolish enough to try to finish her off. And afterwards she fashioned new legs from the wheel blades and axle springs of her wrecked ash-runner. After that, the rest of the gangs fell into line and her influence continued to spread._ _Margo moves terrifyingly fast for a woman with cyber-augmented legs, often dashing across the ash in a blur of movement to hack someone apart with an axe kick. To help her get around on her rig, she has created a gauntlet-mounted harpoon gun, firing a spear into her intended target and then dragging it, or herself to where she needs to be. This comes in especially handy when boarding enemy vehicles, but no less so when it comes to climbing through the tangled ruin of the underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 3 | 2+ | 3 | 5+ | 6+ | 6+ | 7+ | **Skills:** Bring It On!, [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Leg blades, harpoon fist. **Wargear:** Flak, [respirator](/docs/armoury/personal-equipment#respirator). #### Queen of the Road All Faction fighters on the battlefield can use this fighter’s Cool characteristic instead of their own. _Source: House of Iron_ </FighterCard> <FighterCard cost="100/200"> ### Necrana **_Escher only_** ![](necrana.jpg) _No one remembers Necrana’s real name. All those who knew her when she was alive have long since died, and Necrana herself rarely speaks, if she speaks at all. Wrapped in stained and torn robes, the Death-maiden ancient is a nightmare given form to the gangs of Hive Ceres and beyond. Years of battle have left her flesh pocked with bullet wounds and scarred by blades, the punishment far more than anything living could survive. And yet Necrana endures, her face slowly rotting away beneath her mask of stained bandages. While age has slowed Necrana’s reactions, the embalming toxins that fill her body have made her far more resilient to compensate. As her enemies will attest, the Death-maiden has risen from kill-shots, and supposedly fatal blows, time and time again._ _There are those within the Moraegan who have argued to let Necrana be put to rest – it being well-known that should a Death-maiden stop receiving her regular treatments she will die for good. These other Death-maidens believe to keep one of their own active for so long is an affront to the laws of the House, and an act of extreme cruelty. The Ceres Chymist Cult who minister to Necrana argue that Necrana continues to hunt for the clan willingly._ _What they haven’t told anyone, however, is Necrana hasn’t taken their elixirs for years..._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 4+ | 3 | 4 | 3 | 4+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** Hit & Run, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows). **Weapons:** Needle pistol, venom claw. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Immortal Death-Maiden - Unaffected by Coup de Grace (Simple) action. - Treats any Out of Action as Serious Injury instead. - Does not roll Injury dice in the Recovery phase. Instead, roll equal to or less than the Toughness to recover (suffering a Flesh Wound as normal). - Goes Out of Action when Toughness is reduced to 0 (as normal). _Source: House of Blades_ </FighterCard> <FighterCard cost="100/200"> ### Orrin Grimjarl, Last Charter Lord of Jardlan _During the Great Darkness, Jardlan’s Holdfast was destroyed by the Tsun’ghar and only a handful of Jardlan Squats remained – among them, the outcast engineer Orrin Grimjarl. Many squats so shamed by the destruction of their people would take an oath of vengeance and spend what days they had left hunting down the enemies of the mining clans. Not so Orrin. Determined that Jardlan should not fade into history like so many clans before it, he vowed to restore the ancestral hold of his people, no matter the kinds of allies he must make to see it come to pass._ _A brilliant, if somewhat eccentric, engineer, Orrin is an outcast from the technical doctrines of his clan and he has created all manner of bespoke wargear and weaponry for his own personal use. The most unusual of these is without a doubt his ‘fractal pulse beamer’ – a negative energy laser weapon made up of dozens of opposable lenses – capable of cutting down into rich mineral seams or just as equally carving limbs off troublesome wasters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fractal<br /> pulse beamer | 3" | 8" | - | +1 | 9 | -4 | 3 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | Rock-drill | - | E | - | - | 3 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead<br /> autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Frag <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Krak <br />grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolitions</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | | Smoke <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (\*")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** Stubborn to the Last. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), Techmite Exovator. #### Petition A gang does not simply hire Orrin Grimjarl. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Orrin Grimjarl, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :----------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | | 1-8 | Orrin Grimjarl heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ | Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. #### Last Charter Lord of the Jardlan Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test. #### Stubborn To The Last When this fighter is taken Out of Action, before being removed from the table they may immediately make either a Shoot (Basic) or Fight (Basic) action even if they do not have a Ready marker. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100/200"> ### Servant of the Silent Ones **_Delaque only_** ![](servant-of-the-silent-ones.jpg) _The Servant is a creature built of memory, plasteel and genetic scraps. It began as a collective dream experienced by the Star Chamber, dozens of powerful Delaque leaders feeling the will of the Psychoterica impressed down upon them. Like some sleeping giant trying to rise from the depths, the Servant took shape from this dream, much as the stalkers are shaped by the psychic talents of a Whisperer into a tool for the clan. Unlike the Piscean and Cephalopod Stalkers, however, the Servant is no mere animal guided by the mental commands of its controller. Rather, not long after its shell was created to match the vision of the Star Chamber, and a cultured cranial soup poured into its cortex, it became self-aware. Guided by ancient memories, some echoing down across the aeons from the Silent Ones, others fresher, coming from its Piscean heritage, the Servant has become an effective tool of the Star Chamber in its plans to awaken the original Necromundans._ _Held aloft on a bundle of mechanical tendrils, the Servant can stand taller than an Ogryn or flatten itself out until it is only a few spans above the ground. The spherical jaws that make up its body and protect its ‘brain’ are in constant motion, giving the appearance of some grim cross between octopus and shark – not that most Necromundans would know what either of these Ancient Terran beasts actually look like. It can also move with surprising speed, using the bundles of its tendrils to run along dome ceilings or dash up ladders. In the service of the House, it can also be quite deadly, its tendrils charged with electricity and its ‘mouth’ able to emit a stunning wail._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 8” (7”) | 4+ | 4+ | 4 | 5 | 3 | 4+ (5+) | 5 | 7+ | 4+ | 5+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Subsonic wail, electro-tendril. **Wargear:** Carapace (heavy), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). #### Psychoteric Echo Chamber Once per round, if a friendly Faction Psyker within 12" uses a Wyrd Power, this fighter can make the same Wyrd Power (resolved one after the other, starting with the active fighter). This fighter does not count as being active or activated (does not lose Ready). _Source: House of Shadow_ </FighterCard> ## List of Outlaw Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Outlaw:** - **Fanatical:** Can re-roll Nerve tests if the result is 2 (before modifiers). - Choose equipment from Redemptionist leader's list. </FighterCard> <FighterCard cost="*"> ### Axon Hammer **_Goliath only_** _A hero among the Goliath of the Ash Wastes, Axon Hammer is the brutal leader of the Irontree Reavers. A Natborn from Cinderak City, Axon was brought up among Ash Waste Nomad raids and toxic dust storms. Even from his early days as a prospect, Axon’s talents leaned not just into killing outlanders and winning fist fights, but also working on the Maulers, rigs and runners of his Clan. While still a member of the Redroad Brotherhood gang, he built his custom Cargo-8 from the wreckage of a Mercator Gelt Ridgerunner. Covered in armoured plates, spikes and rivet cannon, he dubbed it the Behemoth and set about carving out a bloody name for himself and his gang in the Great Crater and beyond._ _Today, Axon is an adventurer and road warrior who stalks the Spider Points in the shadow of the Palatine Cluster. He plagues the Orlock trade routes − so much so that the Clan House has placed a massive bounty on his head − and operates out of both Primus and Traizor for his Goliath masters. He also ranges far and wide across the Great Equatorial Wastes, is reputed to have explored the warrens beneath the Cinderdeeps and even as far as the tunnels that connect the Dust Wall to the ruins of Hive Secundus. During the Great Darkness, Axon joined with Gorshiv in the attack on Cinderak City and the ash gates, personally scouring the Spider Points of Escher outriders. With the war between the Clans just getting started, Axon is now turning his attention to the growing battle for Hive Temenos and the Saints Waste − the loyal brothers of the Irontree Reavers at his back._ ![](axon-hammer.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 3 | 4+ | 3 | 5+ | 4+ | 7+ | 6+ | **Skills:** Fists of Steel, [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** Boltgun / plasma gun (combi). **Wargear:** Frag grenades, Furnace plates, [refractor field](/docs/armoury/field-armour#refractor-field). **Special Rules:** Petition, Fists of Steel, Wastes' Most Wanted, "You Get What You Pay For", Outlaw. #### \*Petition A Goliath gang does not simply hire Axon. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Axon, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------- | | 1-8 | Axon heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. | | 16+ | Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | #### Fists of Steel Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2. #### Wastes’ Most Wanted Axon Hammer has one of the highest bounties on his head of any raider in the wastes. If a gang gets either a Memorable Death result when taking Axon Out of Action (66 on the Lasting Injury table) or captures him, they add 200 credits to their Stash during the battle’s End phase as they collect the bounty. #### “You Get What You Pay For” Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, he may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. #### Outlaw Axon Hammer is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard> <FighterCard cost="100/200"> ### Klovis the Redeemer & Malakev **_Cawdor only_** ![](klovis-malakev.jpg) _The Redeemer is a legend among the people of Necromunda – a furious firebrand and fanatical warrior, whose devotion to the Redemption is unmatched by his peers. Once he was a noble of Clan Cawdor known as Lord Klovis, and enjoyed the wealth of the clan’s upper classes in Hive Primus. Some even say he could have taken up the mantle of Thane, should he have wanted it, but instead chose a different path. Casting off the trappings of nobility, the Redeemer set out into the underhive to purge the unclean and spread the word of the Redemption. It was not long before he had drawn a band of zealous followers, fighters drawn to the strength of his convictions and the brutal methods he favoured. Deacon Malakev, a diminutive servoscribe, is perhaps the most well-known of these. A devoted member of the faith turned into a servitor, he follows the Redeemer on his crusades diligently recording his great deeds, as well as carrying the Liber Excruciatus, Klovis’ infamous book of tortures._ _A lifetime of bringing the righteous Redemption to the outcasts and heretics of Necromunda has hardened the Redeemer against such petty notions as pity or mercy, and those who face him know they can expect no quarter from the zealous warrior._ _To further terrify his foes, the Redeemer wears a flaming crown upon his head, its blazing fires spitting and sparking as his furious gaze burns into his enemies. His former wealth as a noble, and his connections to the upper circles of House Cawdor, afford him weapons and wargear of exceptional quality. His crimson robes hide quilted mesh armour able to stop auto rounds and las blasts, while he favours well-maintained chain weapons like his custom eviscerator, known as the Sword of Persecution. Rumour has it that he has even built a fortress somewhere out in the Ash Wastes, and has his own armoured transport that he uses to purge the wilds of mutants, monsters and other heretics._ _The greatest strength of the Redeemer, however, is not his considerable skill as a warrior, or the unique weapons he carries, but rather the strength of his faith. In many ways he is the embodiment of the Redemption, a pure expression of religious fury given form. Followers of the Redemption fight harder under his gaze, just as enemies of the faith quail in fear – a terror only reinforced by the Redeemer’s methods for ‘cleansing’ the souls of unbelievers through torture. As the Redeemer himself likes to say: ‘If it doesn’t hurt, it doesn’t count!’_ ### Klovis the Redeemer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 5+ | 6+ | 8+ | **Skills:** Devotional Frenzy, [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), Restless Faith (only applies to Outcast Leader). **Weapons:** Eviscerator (master-crafted). **Wargear:** Flak, incombustible hauberk, Book of the Redemption, pyromantic mantle. #### Fearsome Reputation (Same as Terrifying) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). #### Articles of Faith (3) - Generates a number of Faith dice (as shown in parentheses) in the same ways as any other Faction fighter. - Can perform Articles of Faith (Path of the Redeemer). #### The Liber Excruciatus If both fighters are Active and within 1" of each other, Klovis can spend a Basic action (Know your Fate): D3 enemies (chosen by Klovis) with LOS to Klovis and within 9" of Klovis must make a Nerve test with a -1 modifier. :::note Restless Faith is completely useless on an Agent. ::: ### Malakev | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 6+ | 2 | 4 | 2 | 5+ | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** None. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (4+). #### Bodyguard (Klovis) If the other fighter is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Dedicated Follower - Included with Klovis (cannot be hired on his own). - Must be deployed within 3" of Klovis (at the start of the battle). #### Scribe - +D3 Reputation to the hiring gang if both Malakev & Klovis are on the battlefield (not Seriously Injured) at the end of a battle. :::danger House Rule (Necrodamus) Malakev is probably not an agent, and should instead have the following attributes: - Outlaw Faction fighter (Hired Fighter). - Generates no Faith dice. - Cannot perform any Articles of Faith. ::: _Source: House of Faith_ </FighterCard> <FighterCard cost="*"> ### The Prophet _The Prophet − as he became widely known to his followers and foes alike − emerged from the ruins of Cinderak City in the wake of the battle between the Goliaths and Escher. On a planet overrun with madmen and hive preachers, he might well have become just one more crazed voice in the crowd, had it not been for the strange relic he carried. The ancient remains of a Redemptor Priest held aloft on a pole, the relic was surrounded by a palpable aura of devotion, and those who looked upon it felt as if the God-Emperor Himself stood before them, such was the faith it inspired. Among his followers, the Prophet is variously believed to be a reincarnation of Encorderius Brayne − the first leader of the Redemption, or perhaps a manifestation of the Lost Saint to whom many Redemptionists offer up their prayers − sent to carry the relic, and the word, to the people. To his enemies, he is denounced as a Daemon masquerading as a leader of the faith, or a xenos infiltrator working psychic magic upon his flock. The truth, as is often the case, might lie somewhere between the two. It is said that the Prophet speaks to the relic. Pilgrims often observe the two conversing, albeit with the Prophet doing most of the talking. The word of the Prophet, the blessed voice that can sway crowds and turn the faithless into the faithful, is believed to come from this relic._ _Though he carries only the skeletal remains of the saint and the banner they rest atop, the Prophet can walk into battle with little fear for his life. Enemies that try to bring him harm find themselves overcome by his divine presence and either lower their weapons or shoot wide at the last moment. Such is his power, that he can direct an enemy with a word and only the most strong willed can resist. In this way, his followers have observed him turn grizzled gang leaders against their own, or even stay rabid animals intent only on slaughter. The greatest strength the Prophet possesses, however, is doubtless the zealousness he inspires in those around him. To simply stand in the presence of the Prophet and his relic is to know utter conviction and devotion to the Redemption, such that choosing to give up one’s life to save that of their holy leader is a decision made with no thought or reservation at all._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 8” | 4+ | 4+ | 5 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ | **Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Weapons:** None. **Wargear:** Servo harness (benefitws already included in fighter profile). **Special Rules:** Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw. #### \*Petition A House Cawdor, Crusading gang or gang allied to Lady Credo’s Rebellion does not simply hire the Prophet. Instead, he may come to the aid of a gang when a petition is made by a gang’s Leader. If a gang wishes to hire the Prophet, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :---------------------------------------------------------------------------------------------------------------------------- | | 1-8 | The Prophet heeds the gang’s plea for aid. The gang may hire him for this battle for 80 credits. | | 9-15 | The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits. | | 16+ | The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire the Prophet, or it may roll on their House Favours table. They may not do both. Only House Cawdor gangs, Crusading gangs or gangs allied to Lady Credo’s Rebellion may petition the Prophet. #### Blessed by the Lost Saint The Prophet seems to lead a blessed life; none can act against him, either looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight (Basic) or Shoot (Basic) action that targets the Prophet, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately. In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule. #### Beacon of Redemption Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks. #### Articles of Faith If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic. #### Outlaw The Prophet is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard>
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# 34. Manufactorum Raid _A raid against a rival House’s manufactorum._ **Source: Book of Peril** ## Attacked & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom. - **Defender:** Random (D3+5) + Reinforcements. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. Then the attacker places 3 bomb markers at least 12” from another marker and at least 16” from the attacker’s deployment area. These are the points where the attacker must plant their bombs. ## Reinforcements - Defender: D3. - Each End phase (starting on the 2nd round). ## Special Rule: Bombs The attacking crew is carrying a collection of homemade explosives to blow up machinery vital to the rival House. Attackers must spend a Double action (Plant Bomb) if B2B with a bomb marker (including disarmed bombs): - Gain 1 XP. The planted bomb has a counter which starts with 1. In the End phase, roll a D6 for each bomb, adding the result on its counter. On a 7+, the bomb explodes: - Strength 6, Damage D3, Blast (5”), Knockback. Otherwise, increase the counter’s number by 1. Defenders can spend a Double action (Disarm Bomb) if B2B with a armed/planted bomb: - Make an Intelligence test: - Success: Disarmed, gain D3 XP. - Fail: If the roll was a double, the bomb explodes. A disarmed bomb must be rearmed by an attacker using the Plant Bomb (Double) action. The counter is reset to 1. ## Functioning Manufactorum The Industrial Terrain in this scenario is fully functioning. Terrain activates on a 3+ rather than a 6+. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - All 3 bombs explode. ## Victory If all 3 bombs explode, the attacker wins. Otherwise, the defender wins. ## Rewards #### Credits - 2D6x10 to the winning _defender_. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that plants or rearms a bomb. - +D3 to each fighter that successfully disarms a bomb. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winning attacker. - +D6 to the defender if no bombs explode. - +D3 to the defender if 1 or 2 bombs explode. - -1 for bottling out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Badzone']
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# 34. Manufactorum Raid _A raid against a rival House’s manufactorum._ **Source: Book of Peril** ## Attacked & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom. - **Defender:** Random (D3+5) + Reinforcements. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. Then the attacker places 3 bomb markers at least 12” from another marker and at least 16” from the attacker’s deployment area. These are the points where the attacker must plant their bombs. ## Reinforcements - Defender: D3. - Each End phase (starting on the 2nd round). ## Special Rule: Bombs The attacking crew is carrying a collection of homemade explosives to blow up machinery vital to the rival House. Attackers must spend a Double action (Plant Bomb) if B2B with a bomb marker (including disarmed bombs): - Gain 1 XP. The planted bomb has a counter which starts with 1. In the End phase, roll a D6 for each bomb, adding the result on its counter. On a 7+, the bomb explodes: - Strength 6, Damage D3, Blast (5”), Knockback. Otherwise, increase the counter’s number by 1. Defenders can spend a Double action (Disarm Bomb) if B2B with a armed/planted bomb: - Make an Intelligence test: - Success: Disarmed, gain D3 XP. - Fail: If the roll was a double, the bomb explodes. A disarmed bomb must be rearmed by an attacker using the Plant Bomb (Double) action. The counter is reset to 1. ## Functioning Manufactorum The Industrial Terrain in this scenario is fully functioning. Terrain activates on a 3+ rather than a 6+. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - All 3 bombs explode. ## Victory If all 3 bombs explode, the attacker wins. Otherwise, the defender wins. ## Rewards #### Credits - 2D6x10 to the winning _defender_. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that plants or rearms a bomb. - +D3 to each fighter that successfully disarms a bomb. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winning attacker. - +D6 to the defender if no bombs explode. - +D3 to the defender if 1 or 2 bombs explode. - -1 for bottling out.
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# Uprising Campaign Scenarios _Source: Necromunda: Apocrypha Necromunda (2024)_ The Uprising Campaign is a struggle between the brutal rule of the Imperium and the subversive cults that seek to tear it down. At the beginning of the campaign, Imperial law firmly holds the denizens of the hive in their place, and the rebels must use stealth, sedition and guerrilla warfare to erode the control of their enemies. For the Enforcers of Lord Helmawr’s rule, their task is to hunt down and burn out the cancerous elements of the uprising – before it is too late… To capture the feel of a hive descending into lawlessness, the Uprising Campaign uses a collection of unique scenarios. Whenever gangs meet to fight for the fate of the hive, they use one of the scenarios detailed in this section, the outcome of which determines whether or not the iron fist of the Imperium retains its grip, or the servants of the Dark Gods advance their schemes. ## Order Or Chaos In an Uprising Campaign scenario, one side will take on the role of Order, fighting to preserve the hive, and the other Chaos, seeking to bring it to ruin. Even in games between gangs of the same Allegiance (see page 78), one side will represent Order and the other Chaos, as during the mayhem of a hive-wide rebellion, sides may find themselves unwittingly aiding their enemies or turning on their allies out of fear. Before generating a scenario, players will need to work out who is fighting for which side using the guidelines below: Gangs fight for their Allegiance, so a Chaos gang represents Chaos and an Order gang represents Order. Unaligned gangs (see page 78) represent the opposing Allegiance, so if an Unaligned gang is fighting a Chaos gang then the Unaligned gang is fighting for Order. If both gangs have the same Allegiance, or are both Unaligned, then the players roll a D6, re-rolling any ties. The player who rolled highest uses their gang’s Allegiance (or may choose if their gang is Unaligned) and their opponent fights for the opposing Allegiance. For example, if two Chaos gangs fight each other, the winner of the roll-off represents Chaos, while their opponent represents Order. ## Scenario Rewards Each scenario provides rewards, such as Experience, credits or Meat for the gangs playing it. At the end of the game, players should consult the scenario and see if they qualify for any of its rewards, adding them to their gang rosters if they do. Some rewards only apply depending on the phase of the campaign – Insurrection or Damnation – and are noted in the scenario descriptions. ## Capturing Territories During an Uprising Campaign, war rages throughout the hive, with settlements, strongholds and entire districts changing hands in the aftermath of bloody battles. Each time two gangs fight each other, there is a chance that the victor might take a Territory from their opponent. At the end of the game, if the winning gang inflicted three times as many Out of Action results on their opponent as they themselves suffered (not counting models that left the battlefield voluntarily or fled because of a failed Bottle check) then they capture one of their opponent’s Territories. Randomly select one of the losing gang’s Territories for the victor to claim; remembering that a gang’s home base or hideout can never be captured. If a gang’s only Territory is their home base or hideout then no Territories change hands. See page 88 for more details on Uprising Territories. ## List of Uprising Scenarios - Show of Force - Scavenge - Hit and Run - Search and Destroy - Meat Harvest - Public Execution
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# Uprising Campaign Scenarios _Source: Necromunda: Apocrypha Necromunda (2024)_ The Uprising Campaign is a struggle between the brutal rule of the Imperium and the subversive cults that seek to tear it down. At the beginning of the campaign, Imperial law firmly holds the denizens of the hive in their place, and the rebels must use stealth, sedition and guerrilla warfare to erode the control of their enemies. For the Enforcers of Lord Helmawr’s rule, their task is to hunt down and burn out the cancerous elements of the uprising – before it is too late… To capture the feel of a hive descending into lawlessness, the Uprising Campaign uses a collection of unique scenarios. Whenever gangs meet to fight for the fate of the hive, they use one of the scenarios detailed in this section, the outcome of which determines whether or not the iron fist of the Imperium retains its grip, or the servants of the Dark Gods advance their schemes. ## Order Or Chaos In an Uprising Campaign scenario, one side will take on the role of Order, fighting to preserve the hive, and the other Chaos, seeking to bring it to ruin. Even in games between gangs of the same Allegiance (see page 78), one side will represent Order and the other Chaos, as during the mayhem of a hive-wide rebellion, sides may find themselves unwittingly aiding their enemies or turning on their allies out of fear. Before generating a scenario, players will need to work out who is fighting for which side using the guidelines below: Gangs fight for their Allegiance, so a Chaos gang represents Chaos and an Order gang represents Order. Unaligned gangs (see page 78) represent the opposing Allegiance, so if an Unaligned gang is fighting a Chaos gang then the Unaligned gang is fighting for Order. If both gangs have the same Allegiance, or are both Unaligned, then the players roll a D6, re-rolling any ties. The player who rolled highest uses their gang’s Allegiance (or may choose if their gang is Unaligned) and their opponent fights for the opposing Allegiance. For example, if two Chaos gangs fight each other, the winner of the roll-off represents Chaos, while their opponent represents Order. ## Scenario Rewards Each scenario provides rewards, such as Experience, credits or Meat for the gangs playing it. At the end of the game, players should consult the scenario and see if they qualify for any of its rewards, adding them to their gang rosters if they do. Some rewards only apply depending on the phase of the campaign – Insurrection or Damnation – and are noted in the scenario descriptions. ## Capturing Territories During an Uprising Campaign, war rages throughout the hive, with settlements, strongholds and entire districts changing hands in the aftermath of bloody battles. Each time two gangs fight each other, there is a chance that the victor might take a Territory from their opponent. At the end of the game, if the winning gang inflicted three times as many Out of Action results on their opponent as they themselves suffered (not counting models that left the battlefield voluntarily or fled because of a failed Bottle check) then they capture one of their opponent’s Territories. Randomly select one of the losing gang’s Territories for the victor to claim; remembering that a gang’s home base or hideout can never be captured. If a gang’s only Territory is their home base or hideout then no Territories change hands. See page 88 for more details on Uprising Territories. ## List of Uprising Scenarios - Show of Force - Scavenge - Hit and Run - Search and Destroy - Meat Harvest - Public Execution
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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}}
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🗞️TTS listen
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2024-06-13 20:34:24.508078
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listen to user reading
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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}}
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 102. Cargo Run _"Cargo ain't worth a damn if it don't get to where it's going."_ \- Vex Corben, Rust Roads Rider, House Orlock In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. If only one player has vehicles in their gang, they are automatically the defender. ## Battle Type This scenario is a Rolling Roads Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). This scenario is designed to be played on a 6'x4' battlefield. ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Hybrid Selection (3+5) method to determine their crew. ## Deployment Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model. ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle The battle ends when the defender reaches their destination or if at the end of any round the vehicle carrying the cargo is destroyed or has fled the battlefield. ## Victory If the attacker destroyed the vehicle carrying the cargo, or it fled the battlefield, then they are victorious, otherwise the defender is victorious. ## Rewards #### Credits The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods. #### Experience If the vehicle carrying the cargo survived then it earns an additional 1 XP. #### Reputation The winning gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Rolling Roads This is a Rolling Roads scenario and follows all the rules for Rolling Roads (see page 202). ## The Cargo The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario. ## Dangerous Roads At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. On a 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus. | Bonus | Route Effects | | :---: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | The battlefield has open sides. | | +1 | The battlefield has cliff sides. | | +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. | | +3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ <h2>Attacker & Defender</h2> The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. <h2>Battlefield</h2> Standard (Ash Wastes): - Rolling Roads. - Recommended size: 6'x4'. <h2>Crews</h2> Custom (10). Vehicles can be included. <h2>Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> Take turns placing models (highest gang rating starts): - Within 12" of the Trailing Edge. - More than 1" from enemies. <h2>Dangerous Roads</h2> At the start of round 2 (and each subsequent round): 1. Defender must choose a route (represents moving through the wastes). 2. Roll to reach the destination: D6 + round number + route modifier. If the result is 10+, this is the last round of the battle. <h3>Choose A Route</h3> The defender must choose a route. This will affect the modifier to reach the destination. The more dangerous the rout, the higher the modifier: | Modifier | Route | | -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). | | +1 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). | | +2 | **Cliff sides & an ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). | | +3 | The battlefield has **impassible sides** (treat as a collision with impassible terrain if hit) and is **on fire**. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | <h2>Ending the Battle</h2> The battle ends if any of the following are true: - Defenders reach the destination. - The vehicle carrying the cargo is destroyed. <h2>Victory</h2> If the attacker destroyed the vehicle carrying the cargo, the attacker wins. Otherwise the defender wins. <h2>Rewards</h2> #### Credits - Win: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to vehicle carrying the cargo (if surviving). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - +1 to both gangs if this was the first battle against each other. - -1 (bottle out). </TabItem> </Tabs>
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2024-06-13 20:34:24.508078
['Ash Wastes', 'Ash Wastes Scenario', 'Vehicles', 'Rolling Roads', 'Core Rulebook Scenario 2023']
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In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 102. Cargo Run _"Cargo ain't worth a damn if it don't get to where it's going."_ \- Vex Corben, Rust Roads Rider, House Orlock In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. If only one player has vehicles in their gang, they are automatically the defender. ## Battle Type This scenario is a Rolling Roads Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). This scenario is designed to be played on a 6'x4' battlefield. ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Hybrid Selection (3+5) method to determine their crew. ## Deployment Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model. ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle The battle ends when the defender reaches their destination or if at the end of any round the vehicle carrying the cargo is destroyed or has fled the battlefield. ## Victory If the attacker destroyed the vehicle carrying the cargo, or it fled the battlefield, then they are victorious, otherwise the defender is victorious. ## Rewards #### Credits The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods. #### Experience If the vehicle carrying the cargo survived then it earns an additional 1 XP. #### Reputation The winning gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Rolling Roads This is a Rolling Roads scenario and follows all the rules for Rolling Roads (see page 202). ## The Cargo The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario. ## Dangerous Roads At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. On a 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus. | Bonus | Route Effects | | :---: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | The battlefield has open sides. | | +1 | The battlefield has cliff sides. | | +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. | | +3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ <h2>Attacker & Defender</h2> The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. <h2>Battlefield</h2> Standard (Ash Wastes): - Rolling Roads. - Recommended size: 6'x4'. <h2>Crews</h2> Custom (10). Vehicles can be included. <h2>Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> Take turns placing models (highest gang rating starts): - Within 12" of the Trailing Edge. - More than 1" from enemies. <h2>Dangerous Roads</h2> At the start of round 2 (and each subsequent round): 1. Defender must choose a route (represents moving through the wastes). 2. Roll to reach the destination: D6 + round number + route modifier. If the result is 10+, this is the last round of the battle. <h3>Choose A Route</h3> The defender must choose a route. This will affect the modifier to reach the destination. The more dangerous the rout, the higher the modifier: | Modifier | Route | | -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). | | +1 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). | | +2 | **Cliff sides & an ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). | | +3 | The battlefield has **impassible sides** (treat as a collision with impassible terrain if hit) and is **on fire**. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | <h2>Ending the Battle</h2> The battle ends if any of the following are true: - Defenders reach the destination. - The vehicle carrying the cargo is destroyed. <h2>Victory</h2> If the attacker destroyed the vehicle carrying the cargo, the attacker wins. Otherwise the defender wins. <h2>Rewards</h2> #### Credits - Win: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to vehicle carrying the cargo (if surviving). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - +1 to both gangs if this was the first battle against each other. - -1 (bottle out). </TabItem> </Tabs>
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# Weapon Traits _Source: Necromunda Core Rulebook (2023)_ The following list contains all of the Weapon Traits in full. ### Assault Shield/Energy Shield An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used. ### Backstab If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength. ### Blast(3"/5"/\*) The weapon utilises a [Blast marker](/docs/the-rules/shooting#blast-markers). ### Blaze After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action or Wrecked. On a 4+, they become subject to the [Blaze condition](/docs/general-principles/conditions#blaze). :::tip YAQ Inorganic targets are not affected. ::: ### Burrowing Burrowing weapons can be fired at targets outside of the firer’s line of sight. When firing at a target outside of line of sight do not make an attack roll, instead place the 3" Blast marker anywhere on the battlefield, then move it 2D6" in a direction determined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast marker does not move. At the start of the End phase of the round in which this weapon was fired, before step 1, any fighters touched by the marker are hit by the weapon. Note that this Blast marker can move through impassable terrain such as walls and may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging through several levels of wall and flooring, and can be used regardless of where the fighter is positioned on the battlefield. ### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects. ### Combi A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of these weapons, they often have less capacity for ammunition, and are prone to jamming and other minor issues. When making an Ammo test for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combiweapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo. ### Concussion Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round. ### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicleisoperated by the crew of the vehicle. This weaponmaybe used during the vehicle’s activation. It uses theBScharacteristic of the vehicle’s crew. In addition, theUnwieldy trait has no effect on this weapon. ### Cursed A fighter hit by a weapon with the Cursed trait must pass a Willpower test or gain the [Insane condition](/docs/general-principles/conditions#insane). ### Demolitions Grenades with the Demolitions trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically. ### Digi A Digi weapon is usually worn mounted on a ring or hidden inside a glove. It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10. ### Disarm If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks for the remainder of that round – they make unarmed attacks instead. ### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged. ### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier. ### 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. ### Exclusive An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists. ### 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. ### 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](/docs/battlefield-setup/scenario-rules#pitch-black--visibility)). 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. ### Flash If a model is hit by a weapon with the Flash trait, no wound roll is made. Instead, if the target is a fighter they must make an Initiative test, and if they are a vehicle they must make a Handling test. If the test is failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6. ### Force In the hands of a non-psyker a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits. ### Gas When a fighter is hit by an attack made by a weapon with the Gas trait, they do not become Prone and Pinned and a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). Otherwise, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait. When a vehicle is hit by an attack made by a weapon with the Gas trait a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target’s rear Toughness, or is a natural 6, they suffer a Driver Wounded result on the Crew Damage table. If the roll is lower than the target’s Toughness, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait. ### Graviton Pulse Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase. ### Grenade Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle. ### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers. ### Impale If an attack made by this weapon hits a fighter and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another model! Trace a straight line from the target, directly away from the attacker. If there are any models within 1" of this line, and within the weapon’s Long range, the one that is closest to the target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon’s attack against that model, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more models. ### Knockback When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform. ### Limited This special rule is applied to some special ammo types which can be purchased for weapons. If a weapon fails an Ammo test while using Limited ammo, they have run out – that ammo type is deleted from their Fighter or Vehicle card, and cannot be used again until more of that special ammo is purchased from the Trading Post. This is in addition to the normal rules for the weapon running Out of Ammo. The weapon can still be reloaded as normal, using its remaining profile(s). :::tip YAQ Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost. ::: ### Master-Crafted Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll. ### Melee This weapon can be used during close combat attacks. ### Melta If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it. ### Paired _^Missing from the 2023 Core Rules_ A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. Fighters subject to the Mounted condition gain no benefit from this Trait ### Parry After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead. ### Phase _^Missing from the 2023 Core Rules_ Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, that saves granted by a special rule may still be made–this Trait only ignores armour and field armour. Vehicles cannot make armour saves against a weaponwith this Trait. ### Plentiful Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded. ### Power The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1. ### Pulverise After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, they can change one Injury dice froma Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice. ### 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. ### Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls. ### Reckless Reckless weapons are indiscriminate in what they target: - Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model’s line of sight and range of the weapon. - Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter. - Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon’s Long range. If the weapon also has the Rapid Fire (X) trait, then any additional hits generated from the Firepower dice must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hits are allocated. ### Rending If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle. ### Scarce Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle. ### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1. ### Seismic If a fighter hit by a weapon with this Trait is Standing and Active, they will always become Prone and Pinned – even if they have an ability that would normally allow them to avoid becoming Prone and Pinned by ranged attacks. If a vehicle is hit by a weapon with this Trait, after the attack has been fully resolved the vehicle must make a Loss of Control test. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack. ### Sever If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. ### Shield Breaker Weapons with this Trait ignore the effects of the Assault Shield/Energy Shield trait. In addition, when a target equipped with Field Armour is wounded by a weapon with this Trait, they must roll two dice when making a Field Armour save and choose the lower result. ### Shock If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made). ### Sidearm Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack. ### Silent In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Visibility (X") rules, a model using this weapon that is Hidden does not become Revealed. ### Single Shot This weapon can only be used once per battle. After use, it counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (X) trait. ### Smoke Smoke weapons do not cause hits on models – they do not cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. They generate an area of dense smoke, which extends 2.5" out from the centre of the marker, vertically as well as horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the marker is removed. ### Template Template weapons use the [Flame template](/docs/the-rules/shooting#flame-templates) to determine how many targets they hit. ### Toxin Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles. ### Twin-Linked _^Missing from the 2023 Core Rules_ When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse. ### 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. ### Unwieldy A Shoot action made with this weapon counts as a Double action as opposed to a Basic action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use. :::danger House Rule (Necrodamus, A&A) Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. ::: ### Versatile The wielder of a Versatile weapon does not need to be in base contact with an enemy model in order to engage them in melee during their activation. They may engage and make close combat attacks against an enemy model during their activation, so long as the distance between their base and that of the enemy model is equal to or less than the distance shown for the Versatile weapon’s Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may engage an enemy model that is up to 2" away. The enemy model is considered to be engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to make Reaction attacks. At all other times other than during this fighter’s activation, Versatile has no effect. ### Web If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes [Webbed](/docs/general-principles/conditions#webbed).
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# Weapon Traits _Source: Necromunda Core Rulebook (2023)_ The following list contains all of the Weapon Traits in full. ### Assault Shield/Energy Shield An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used. ### Backstab If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength. ### Blast(3"/5"/\*) The weapon utilises a [Blast marker](/docs/the-rules/shooting#blast-markers). ### Blaze After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action or Wrecked. On a 4+, they become subject to the [Blaze condition](/docs/general-principles/conditions#blaze). :::tip YAQ Inorganic targets are not affected. ::: ### Burrowing Burrowing weapons can be fired at targets outside of the firer’s line of sight. When firing at a target outside of line of sight do not make an attack roll, instead place the 3" Blast marker anywhere on the battlefield, then move it 2D6" in a direction determined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast marker does not move. At the start of the End phase of the round in which this weapon was fired, before step 1, any fighters touched by the marker are hit by the weapon. Note that this Blast marker can move through impassable terrain such as walls and may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging through several levels of wall and flooring, and can be used regardless of where the fighter is positioned on the battlefield. ### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects. ### Combi A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of these weapons, they often have less capacity for ammunition, and are prone to jamming and other minor issues. When making an Ammo test for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combiweapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo. ### Concussion Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round. ### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicleisoperated by the crew of the vehicle. This weaponmaybe used during the vehicle’s activation. It uses theBScharacteristic of the vehicle’s crew. In addition, theUnwieldy trait has no effect on this weapon. ### Cursed A fighter hit by a weapon with the Cursed trait must pass a Willpower test or gain the [Insane condition](/docs/general-principles/conditions#insane). ### Demolitions Grenades with the Demolitions trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically. ### Digi A Digi weapon is usually worn mounted on a ring or hidden inside a glove. It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10. ### Disarm If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks for the remainder of that round – they make unarmed attacks instead. ### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged. ### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier. ### 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. ### Exclusive An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists. ### 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. ### 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](/docs/battlefield-setup/scenario-rules#pitch-black--visibility)). 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. ### Flash If a model is hit by a weapon with the Flash trait, no wound roll is made. Instead, if the target is a fighter they must make an Initiative test, and if they are a vehicle they must make a Handling test. If the test is failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6. ### Force In the hands of a non-psyker a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits. ### Gas When a fighter is hit by an attack made by a weapon with the Gas trait, they do not become Prone and Pinned and a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). Otherwise, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait. When a vehicle is hit by an attack made by a weapon with the Gas trait a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target’s rear Toughness, or is a natural 6, they suffer a Driver Wounded result on the Crew Damage table. If the roll is lower than the target’s Toughness, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait. ### Graviton Pulse Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase. ### Grenade Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle. ### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers. ### Impale If an attack made by this weapon hits a fighter and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another model! Trace a straight line from the target, directly away from the attacker. If there are any models within 1" of this line, and within the weapon’s Long range, the one that is closest to the target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon’s attack against that model, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more models. ### Knockback When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform. ### Limited This special rule is applied to some special ammo types which can be purchased for weapons. If a weapon fails an Ammo test while using Limited ammo, they have run out – that ammo type is deleted from their Fighter or Vehicle card, and cannot be used again until more of that special ammo is purchased from the Trading Post. This is in addition to the normal rules for the weapon running Out of Ammo. The weapon can still be reloaded as normal, using its remaining profile(s). :::tip YAQ Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost. ::: ### Master-Crafted Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll. ### Melee This weapon can be used during close combat attacks. ### Melta If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it. ### Paired _^Missing from the 2023 Core Rules_ A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. Fighters subject to the Mounted condition gain no benefit from this Trait ### Parry After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead. ### Phase _^Missing from the 2023 Core Rules_ Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, that saves granted by a special rule may still be made–this Trait only ignores armour and field armour. Vehicles cannot make armour saves against a weaponwith this Trait. ### Plentiful Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded. ### Power The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1. ### Pulverise After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, they can change one Injury dice froma Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice. ### 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. ### Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls. ### Reckless Reckless weapons are indiscriminate in what they target: - Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model’s line of sight and range of the weapon. - Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter. - Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon’s Long range. If the weapon also has the Rapid Fire (X) trait, then any additional hits generated from the Firepower dice must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hits are allocated. ### Rending If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle. ### Scarce Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle. ### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1. ### Seismic If a fighter hit by a weapon with this Trait is Standing and Active, they will always become Prone and Pinned – even if they have an ability that would normally allow them to avoid becoming Prone and Pinned by ranged attacks. If a vehicle is hit by a weapon with this Trait, after the attack has been fully resolved the vehicle must make a Loss of Control test. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack. ### Sever If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. ### Shield Breaker Weapons with this Trait ignore the effects of the Assault Shield/Energy Shield trait. In addition, when a target equipped with Field Armour is wounded by a weapon with this Trait, they must roll two dice when making a Field Armour save and choose the lower result. ### Shock If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made). ### Sidearm Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack. ### Silent In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Visibility (X") rules, a model using this weapon that is Hidden does not become Revealed. ### Single Shot This weapon can only be used once per battle. After use, it counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (X) trait. ### Smoke Smoke weapons do not cause hits on models – they do not cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. They generate an area of dense smoke, which extends 2.5" out from the centre of the marker, vertically as well as horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the marker is removed. ### Template Template weapons use the [Flame template](/docs/the-rules/shooting#flame-templates) to determine how many targets they hit. ### Toxin Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles. ### Twin-Linked _^Missing from the 2023 Core Rules_ When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse. ### 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. ### Unwieldy A Shoot action made with this weapon counts as a Double action as opposed to a Basic action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use. :::danger House Rule (Necrodamus, A&A) Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. ::: ### Versatile The wielder of a Versatile weapon does not need to be in base contact with an enemy model in order to engage them in melee during their activation. They may engage and make close combat attacks against an enemy model during their activation, so long as the distance between their base and that of the enemy model is equal to or less than the distance shown for the Versatile weapon’s Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may engage an enemy model that is up to 2" away. The enemy model is considered to be engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to make Reaction attacks. At all other times other than during this fighter’s activation, Versatile has no effect. ### Web If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes [Webbed](/docs/general-principles/conditions#webbed).
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# 58. Clandestine Rendezvous _Rival gangers ambush a surreptitious meeting between a gang and a corrupt official._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield - Standard: 2"x2". ## Crews - **Attacker:** Custom (5). - **Defender:** Custom (4). ## Tactics Cards - Custom (1). - **Underdog** (starting crew cost): Random (1) per 100 credits. ## Deployment 1. **The Corrupt Enforcer:** Centre. 1. **Defender:** Within 4” of the centre. 1. **Attacker:** Anywhere at least 4” away from enemies. ## Objectives - **Attacker:** Kill the Corrupt Enforcer and wipe out the rivals in the process (if possible). - **Defender:** Escort the Corrupt Enforcer to safety. ## Ambush - **Attacker:** Starts with Priority in the first round. - **Defender:** Pass a Cool test for each fighter when activating in the first round, or the fighter can only make 1 action this round (instead of 2). <FighterCard> ### Corrupt Enforcer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Shock stave | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Wargear:** [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). #### Special Rules - Counts as a normal fighter in the defender’s crew. - Can't take part in a Group Activation. </FighterCard> ## To Safety The Corrupt Enforcer can escape at the start of any End phase if Active and within 1” of any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - The Corrupt Enforcer has escaped. - The Corrupt Enforcer is out of Action. ## Victory The defender wins if the Corrupt Enforcer is escorted to safety. The attacker wins if the Corrupt Enforcer is taken Out of Action. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the Corrupt Enforcer Out of Action. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to the defender for winning. - +D3 to the attacker for winning. - -1 for bottling out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Gang Raid']
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# 58. Clandestine Rendezvous _Rival gangers ambush a surreptitious meeting between a gang and a corrupt official._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield - Standard: 2"x2". ## Crews - **Attacker:** Custom (5). - **Defender:** Custom (4). ## Tactics Cards - Custom (1). - **Underdog** (starting crew cost): Random (1) per 100 credits. ## Deployment 1. **The Corrupt Enforcer:** Centre. 1. **Defender:** Within 4” of the centre. 1. **Attacker:** Anywhere at least 4” away from enemies. ## Objectives - **Attacker:** Kill the Corrupt Enforcer and wipe out the rivals in the process (if possible). - **Defender:** Escort the Corrupt Enforcer to safety. ## Ambush - **Attacker:** Starts with Priority in the first round. - **Defender:** Pass a Cool test for each fighter when activating in the first round, or the fighter can only make 1 action this round (instead of 2). <FighterCard> ### Corrupt Enforcer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Shock stave | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Wargear:** [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). #### Special Rules - Counts as a normal fighter in the defender’s crew. - Can't take part in a Group Activation. </FighterCard> ## To Safety The Corrupt Enforcer can escape at the start of any End phase if Active and within 1” of any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - The Corrupt Enforcer has escaped. - The Corrupt Enforcer is out of Action. ## Victory The defender wins if the Corrupt Enforcer is escorted to safety. The attacker wins if the Corrupt Enforcer is taken Out of Action. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the Corrupt Enforcer Out of Action. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to the defender for winning. - +D3 to the attacker for winning. - -1 for bottling out.
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#gang ### Gang Details #### Leader **Archon Xandros** - **Type:** Gang Leader - **Subtype:** Cunning Manipulator - **Faction:** House Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 3+ - **A**: 2 - **Ld**: 9+ - **Cl**: 7+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun (5 credits) - 'Nightshade' chem-thrower (135 credits) - Hotshot las pack (20 credits) - Mesh armor (15 credits) **Skills:** - Overseer: Allows the Leader to instruct other gangers to activate twice. - Nerves of Steel: Can test to avoid being pinned. #### Champion **Kaelin "The Fox" Vex** - **Type:** Champion - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 (melee), 1 (pistol) - **Ld**: 7+ - **Cl**: 8+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun with Hotshot las pack (25 credits) - Medkit (15 credits) - Fighting knife (5 credits) **Skills:** - Dodge: May re-roll failed Initiative tests to avoid being hit in melee. #### Gangers **Vexar "The Fox" LaGraine** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic Lasgun (5 credits) - Las-Projector (35 credits) - Hotshot Las Pack (20 credits) **Armor:** - Mesh armor (15 credits) **Kaelin Vex** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic lasgun (5 credits) - Medkit (15 credits) **Armor:** - Mesh armor (15 credits) #### Juve **Vexar "Vicious" Valtor** - **Type:** Juve - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 5" - **WS**: 5+ - **BS**: 5+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 4+ - **A**: 1 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 9+ **Equipment:** - Basic Lasgun (5 credits) - Wrist-mounted las-projector (35 credits) - Light armor vest (10 credits) ### Gang Goals **House Escher Goals:** 1. **Acquire the Tech Parts Cache**: Find and secure the valuable tech parts cache hidden within the abandoned hab-block. 2. **Eliminate Vanheln Gang Interference**: Neutralize or eliminate the rival Vanheln gang's attempts to claim the tech parts cache for themselves. 3. **Expand Escher Territory**: Use the acquired tech parts to upgrade House Escher's vehicles and expand their territory, gaining a strategic advantage in the underhive. This revised gang setup aligns with the official Necromunda rules, ensuring each character and their equipment are correctly portrayed for a balanced and rules-compliant game. --- Hello, user! How can I assist you today? --- --- Hello there! How can I assist you today? ---
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Wild Hearts
escher
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2024-06-13 20:34:24.508078
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#gang ### Gang Details #### Leader **Archon Xandros** - **Type:** Gang Leader - **Subtype:** Cunning Manipulator - **Faction:** House Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 3+ - **A**: 2 - **Ld**: 9+ - **Cl**: 7+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun (5 credits) - 'Nightshade' chem-thrower (135 credits) - Hotshot las pack (20 credits) - Mesh armor (15 credits) **Skills:** - Overseer: Allows the Leader to instruct other gangers to activate twice. - Nerves of Steel: Can test to avoid being pinned. #### Champion **Kaelin "The Fox" Vex** - **Type:** Champion - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 (melee), 1 (pistol) - **Ld**: 7+ - **Cl**: 8+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Lasgun with Hotshot las pack (25 credits) - Medkit (15 credits) - Fighting knife (5 credits) **Skills:** - Dodge: May re-roll failed Initiative tests to avoid being hit in melee. #### Gangers **Vexar "The Fox" LaGraine** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic Lasgun (5 credits) - Las-Projector (35 credits) - Hotshot Las Pack (20 credits) **Armor:** - Mesh armor (15 credits) **Kaelin Vex** - **Type:** Gang Fighter - **Subtype:** Basic - **Faction:** House of Escher - **M**: 6" - **WS**: 4+ - **BS**: 4+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 2 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 8+ **Equipment:** - Basic lasgun (5 credits) - Medkit (15 credits) **Armor:** - Mesh armor (15 credits) #### Juve **Vexar "Vicious" Valtor** - **Type:** Juve - **Subtype:** Gang Fighter - **Faction:** House of Escher - **M**: 5" - **WS**: 5+ - **BS**: 5+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 4+ - **A**: 1 - **Cl**: 6+ - **Wil**: 7+ - **Int**: 9+ **Equipment:** - Basic Lasgun (5 credits) - Wrist-mounted las-projector (35 credits) - Light armor vest (10 credits) ### Gang Goals **House Escher Goals:** 1. **Acquire the Tech Parts Cache**: Find and secure the valuable tech parts cache hidden within the abandoned hab-block. 2. **Eliminate Vanheln Gang Interference**: Neutralize or eliminate the rival Vanheln gang's attempts to claim the tech parts cache for themselves. 3. **Expand Escher Territory**: Use the acquired tech parts to upgrade House Escher's vehicles and expand their territory, gaining a strategic advantage in the underhive. This revised gang setup aligns with the official Necromunda rules, ensuring each character and their equipment are correctly portrayed for a balanced and rules-compliant game. --- Hello, user! How can I assist you today? --- --- Hello there! How can I assist you today? ---
Gang Leader
Cunning Manipulator
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225
26
### Burrowing Burrowing weapons can be fired at targets outside of the firer’s line of sight. When firing at a target outside of line of sight do not make an attack roll, instead place the 3" Blast marker anywhere on the battlefield, then move it 2D6" in a direction determined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast marker does not move. At the start of the End phase of the round in which this weapon was fired, before step 1, any fighters touched by the marker are hit by the weapon. Note that this Blast marker can move through impassable terrain such as walls and may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging through several levels of wall and flooring, and can be used regardless of where the fighter is positioned on the battlefield.
Unknown
Burrowing
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Burrowing weapons can be fired at targets outside of the firer’s line of sight. Whenfiring at a target outside of line of sight do not make an attack roll, instead placethe 3" Blast marker anywhere on the battlefield, then move it 2D6" in a directiondetermined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast markerdoes not move. At the start of the End phase of the round in which this weapon wasfired, before step 1, any fighters touched by the marker are hit by the weapon.Note that this Blast marker can move through impassable terrain such as wallsand may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging throughseveral levels of wall and flooring, and can be used regardless of where the fighter ispositioned on the battlefield.
necrovox
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### Burrowing Burrowing weapons can be fired at targets outside of the firer’s line of sight. When firing at a target outside of line of sight do not make an attack roll, instead place the 3" Blast marker anywhere on the battlefield, then move it 2D6" in a direction determined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast marker does not move. At the start of the End phase of the round in which this weapon was fired, before step 1, any fighters touched by the marker are hit by the weapon. Note that this Blast marker can move through impassable terrain such as walls and may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging through several levels of wall and flooring, and can be used regardless of where the fighter is positioned on the battlefield.
Unknown
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{{#script}} ```js const AUDIO_TEXT = this.selection; if(!AUDIO_TEXT || AUDIO_TEXT?.length < 3) throw new Error("You need to select some text before running this template") ``` {{/script}} ```handlebars You can structure your code here and then use the input or output template to retrieve("get" helper) the processed data, enhancing readability. ``` *** 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. *** {{#script}} ```js const OPENAI_API_KEY = plugin.getApiKeys().openAIChat async function generateAudioAndSaveToVault(text) { try { // Set up the request headers and body const requestOptions = { method: 'POST', headers: { 'Authorization': `Bearer ${OPENAI_API_KEY}`, 'Content-Type': 'application/json', }, body: JSON.stringify({ model: 'tts-1', input: text, voice: 'alloy' }) }; // Make the request to OpenAI's API const response = await fetch('https://api.openai.com/v1/audio/speech', requestOptions); if (!response.ok) { throw new Error(`OpenAI API request failed with status ${response.status}`); } // Get the audio buffer from the response const audioBuffer = await response.arrayBuffer(); // Generate a random file name const randomFileName = `generated-audio-${Math.random().toString(36).substring(2, 15)}.mp3`; const filePath = `mp3/${randomFileName}`; // Prepend the "mp3" directory to the file name // Use Obsidian's Vault API to save the audio file in MP3 format const vault = app.vault; // Assuming this script has access to `app` from Obsidian environment // Check if the "mp3" directory exists, if not, create it let mp3Dir = vault.getAbstractFileByPath('mp3'); if (!mp3Dir) { await vault.createFolder('mp3'); } // Check if file exists, if so, remove it before writing new content let existingFile = vault.getAbstractFileByPath(filePath); if (existingFile && existingFile instanceof TFile) { await vault.delete(existingFile); } await vault.createBinary(filePath, audioBuffer); // Insert a link to the new audio file into the current note const editor = app.workspace.getMostRecentLeaf().view.editor; return `![Generated Audio](${filePath})\n`; } catch (error) { console.error('Error generating or saving audio:', error); } } // Call the function to generate audio and save it in the vault const AUDIO_TEXT = this.selection; return await generateAudioAndSaveToVault(AUDIO_TEXT); ``` {{/script}}
Unknown
🗞️TTS: speak in alloy's voice
Unknown
Unknown
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2024-06-13 20:34:24.508078
['TTS', 'alloy']
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speaks the selected text
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speakAlloy
Noureddine
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{{#script}} ```js const AUDIO_TEXT = this.selection; if(!AUDIO_TEXT || AUDIO_TEXT?.length < 3) throw new Error("You need to select some text before running this template") ``` {{/script}} ```handlebars You can structure your code here and then use the input or output template to retrieve("get" helper) the processed data, enhancing readability. ``` *** 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. *** {{#script}} ```js const OPENAI_API_KEY = plugin.getApiKeys().openAIChat async function generateAudioAndSaveToVault(text) { try { // Set up the request headers and body const requestOptions = { method: 'POST', headers: { 'Authorization': `Bearer ${OPENAI_API_KEY}`, 'Content-Type': 'application/json', }, body: JSON.stringify({ model: 'tts-1', input: text, voice: 'alloy' }) }; // Make the request to OpenAI's API const response = await fetch('https://api.openai.com/v1/audio/speech', requestOptions); if (!response.ok) { throw new Error(`OpenAI API request failed with status ${response.status}`); } // Get the audio buffer from the response const audioBuffer = await response.arrayBuffer(); // Generate a random file name const randomFileName = `generated-audio-${Math.random().toString(36).substring(2, 15)}.mp3`; const filePath = `mp3/${randomFileName}`; // Prepend the "mp3" directory to the file name // Use Obsidian's Vault API to save the audio file in MP3 format const vault = app.vault; // Assuming this script has access to `app` from Obsidian environment // Check if the "mp3" directory exists, if not, create it let mp3Dir = vault.getAbstractFileByPath('mp3'); if (!mp3Dir) { await vault.createFolder('mp3'); } // Check if file exists, if so, remove it before writing new content let existingFile = vault.getAbstractFileByPath(filePath); if (existingFile && existingFile instanceof TFile) { await vault.delete(existingFile); } await vault.createBinary(filePath, audioBuffer); // Insert a link to the new audio file into the current note const editor = app.workspace.getMostRecentLeaf().view.editor; return `![Generated Audio](${filePath})\n`; } catch (error) { console.error('Error generating or saving audio:', error); } } // Call the function to generate audio and save it in the vault const AUDIO_TEXT = this.selection; return await generateAudioAndSaveToVault(AUDIO_TEXT); ``` {{/script}}
Unknown
Unknown
Unknown
Unknown
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# Badzone: Delta-7 What follows are rules for using the contents of the Badzone Delta-7 set. Players can agree to use them when setting up a Zone Mortalis battlefield, adding them to the tiles that are available. In addition you will find a reprint of [The Gauntlet](/docs/scenarios/scenario-list/the-gauntlet) _[added to the Scenarios list]_, a special scenario first published in White Dwarf, which uses multiple Badzone Delta-7 tiles to form what must surely be the most challenging battlefield any gang could possibly encounter! :::tip The Badzone Delta-7 tiles were a stand-alone set of Zone Mortalis tiles, one side featuring Underhive wall layouts, the other featuring layouts with more exotic terrain, detailed below. ::: ## Using These Rules On Sector Mechanicus Battlefields Many of the rules that follow can easily be adapted for use on a Sector Mechanicus battlefield. In most cases, this is simply a matter of creating a bespoke terrain feature of suitable size, shape and appearance to represent the terrain feature as it is portrayed on the tile; however, if any additional guidelines are needed, they will be found alongside the relevant entry. ## Cult Ritual Chamber _No world in the vast Imperium is immune to the taint of the Ruinous Powers, and on Necromunda its touch is as likely to be felt in the gilded salons of the spire-palaces as it is in the nighted domes of the underhive and in the overcrowded hab-zones in between. Cultists of the Chaos gods often hide their ritual gatherings by meeting in sectors entombed by rubble and waste from the upper levels or accessible only through hidden openings. Those who discover such chambers are often driven insane by unheard ramblings and scarred by unseen hands. Those few who escape unharmed and with their sanity intact are considered the fortunate ones, no matter how terrified they may be from witnessing their fellows being slowly corrupted by the laughter of thirsting gods…_ If a fighter ends their activation within 6" of the Ritual Circle, make a Willpower check for them. If the check is failed, the fighter immediately becomes subject to the [Insanity condition](/docs/general-principles/conditions#insane). ![](ritual-circle.jpg) :::note #### On A Sector Mechanicus Battlefield… When setting up terrain for a Sector Mechanicus battlefield, a suitable terrain feature (perhaps an idol or altar) can be used in place of the Ritual Circle. ::: ## Collapsed Sections _While the metres-thick flooring plates of the hive were constructed to remain strong for thousands of years, some sections are often subjected to the touch of harshly corrosive chemicals, the natural traffic of a trade hub or recreational facility or, particularly on the lower levels, cataclysmic hive quakes. Events such as these force entire sectors to be abandoned, thus furthering the growth of the hive as it builds ever skyward. However this section collapsed, and the river of waste from the upper hive has already begun to fill the mostly abandoned lower section and solidify around the fallen ruins in the hive’s twisted self-regeneration. While such abandoned sections can prove valuable to those who would pillage the depths of the hive, these collapsed floors have caused the downfall of entire gangs as the already-weakened floor gives way to their deaths below._ A Collapsed Section features one or more large Pitfalls. ### Pitfalls Pitfalls are treated just like [gaps](/docs/the-rules/terrain#leaping-gaps). Fighters can attempt to leap across Pitfalls in exactly the same way as they would leap across any other gap. Additionally, Pitfalls are Falling Hazards and a fighter risks falling into a Pitfall should they go from Standing to Prone whilst within ½" of a Pitfall. Should this happen, the fighter must make an Initiative check. If the check is passed, nothing happens. If the check is failed or if a natural 1 is rolled, the fighter will fall into the Pitfall. When a fighter falls into a Pitfall, they immediately go Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table, representing the fighter falling into a different level of the underhive. Finally, if a weapon with the Blast trait is used and the centre of the Blast marker ends on a Collapsed Section tile, roll a D6 for each fighter on that tile. If the test is failed, the floor shifts and the fighter is moved D3" towards the nearest Pitfall (potentially falling if they move into it). ![](pitfall-1.jpg) ![](pitfall-2.jpg) :::note #### On A Sector Mechanicus Battlefield… Pitfalls or Collapsed Sections can be represented on the ground level of a Sector Mechanicus battlefield. Craters or gratings with sections missing are an ideal way to represent such hazards. Players may also wish to set up a battlefield where there is no ground level; perhaps all the action could take place on gantries and walkways, making falling truly hazardous! ::: ## Archaeotech Device _The sprawl of tunnels that runs the breadth of the underhive is dotted with examples of ancient technology, some of it still working. Often found in chambers bedecked with icons and sigils unknown to all but the adepts of the Adeptus Mechanicus, these relics are valuable resources for any gang with an interest in technology – or with an interest in extorting credits from technology. In most cases these chambers would have been hidden behind multiple security measures, and possibly only accessible by the Adeptus Mechanicus or other apprentices sufficiently blessed to enter, but in the ancient press of the lower hive such measures have long-since been forgotten. Miraculously, some such devices still seem to function, a sign of either the Omnissiah’s continued blessing or, more likely, a valuable hidden power source._ A Standing and Active fighter within 1" of the Console can perform the following action: **Activate Device (Basic):** Make an Intelligence check for the fighter. If it is passed, any weapons carried by any fighter who is currently standing at least partially on the Platform of the Archaeotech Device gain the Shock trait for the remainder of this battle. If the check is failed, any fighter who is currently standing at least partially on the Platform of the Archaeotech Device becomes Pinned then takes D6 hits – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Electric Shock | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> ![](archaeotech.jpg) :::note #### On A Sector Mechanicus Battlefield… Most importantly, the terrain feature representing the Archaeotech Device should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. If the terrain feature representing the Archaeotech Device does not have a ‘Platform’ or something similar, the Activate Console (Basic) action will affect any fighters that are within 3" of the terrain feature. ::: ## Furnace Floor _A completely functional furnace in the underhive is a rare amenity, more so if it hasn’t already been claimed by one of House Goliath’s many gangs. These facilities are prized objectives for any gang looking to extract a deal with House Goliath. Even when contaminated with human remains, effluent or general waste from the hive above, such furnaces have become central to many inter-gang power struggles as deadly torture chambers, disposal units or even to curry favour with House Goliath or those in service to the Great House._ The Furnace is treated in the same way as a Pitfall, as described above. However, in a campaign battle, no Lasting Injury roll is made for any fighter that falls into a Furnace; this automatically counts as a 61-65 (Critical Injury). In addition, the heat haze is such that any ranged attacks made across the Furnace suffer an additional -1 to hit modifier. :::note #### On A Sector Mechanicus Battlefield… A Furnace can be represented in many ways on a Sector Mechanicus battlefield. What’s more, it does not have to be at ground level! You could model a huge furnace several stories high, or numerous smaller furnaces to represent a busy smelting works. These could be criss-crossed with overhead walkways and gantries that fighters might have to traverse, making the battlefield very hostile indeed. ::: ## Ventilation Tunnel _Even when the underhive was fully inhabited and functional, air from the less toxic regions of the atmosphere had to be pumped down to the lowest levels. As these tunnels and ducts were designed to function in low-power environments, in cases of natural disasters, sabotage and industrial failings, most of these systems remain functional, even within sectors that have completely collapsed. However, given their size, these tunnels can make an entire corridor impassable – many an unfortunate ganger has been caught by the airflow and drawn into the blades, and now few dare to move even a footstep closer than they must to pass._ If a fighter ends their activation within 6" of the Turbine, roll a D6 and add their Strength characteristic. If the result is 7 or more, they manage to brace themselves against the rushing wind. If the result is lower, they are moved D3" towards the centre of the Turbine. If a fighter moves into the Turbine, they go Out of Action immediately. In a campaign battle, D3 Lasting Injury rolls are made against the fighter rather than the usual one. Finally, if a Blast marker that is centred within 6" of the Turbine scatters, do not roll the Scatter dice – instead, the marker moves directly towards the centre of the Turbine. ![](turbine.jpg) :::note #### On A Sector Mechanicus Battlefield… As with a Furnace, there are many ways a Turbine can be represented on a Sector Mechanicus battlefield, and what’s more, it doesn’t even need to be set into the floor. One of the more interesting options is to have an upright Turbine mounted in a wall. Such terrain features can be placed at any level. ::: ## Malfunctioning Generatorium _The hives of Necromunda are ever-hungry for raw power to drive the ceaseless engines of industry, and once activated, a generator is rarely deactivated, instead functioning until such time as it fails and another is built to make up for the shortfall. Abandoned by their tech-cult custodians, such generators may still be of use to a gang which is bold or foolish enough to attempt to harness the unchained energies they yet produce._ The Generators on this tile block line of sight. While the Generators are active (i.e., unless they have been deactivated, as described below), if a fighter moves between two Generators or ends an action within 1" of a Generator, they are Pinned by the energy coursing around them, their activation ends and they suffer D3 hits, resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :----------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Arcing Electricity | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> A fighter within 1" of the Console can perform the following action: **Deactivate Generators (Basic):** Make an Intelligence check for the fighter. If it is passed, the Generators are deactivated until the end of the round. ![](generators.jpg) :::note #### On A Sector Mechanicus Battlefield… As with the Archaeotech Device, it is most important that the terrain feature representing the Generators should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. Generators should be placed in pairs – after all the greatest risk lies in passing between two – but there is no limit to how many can be placed. ::: ## Sludge Farm ‘Sludge’ is a colloquial term used by underhivers to describe any unidentifiable or unpleasant biological run-off from such vital processes as corpse-starch processing, effluent refining or bulk mycoprotein cultivation. The area is foul-smelling and dangerous, yet, as with most things in the underhive, as potentially valuable as it is perilous. Sludge Vats follow the rules for Pitfalls; however, a fighter that falls into a Sludge Vat is not taken Out of Action. Instead, they become Prone and Pinned within the Vat, and their activation ends immediately. Next time the fighter is activated, they must perform two Move (Simple) actions to climb out of the Vat. At the end of this activation, they become Prone and Pinned at the edge of the Vat. Lots of things can be found floating in sludge, many of which are best not examined too closely. However, sometimes a fighter may come across something valuable. When a fighter falls into a Sludge Vat, they will find D3xD3 credits. These are added to the gang’s Stash immediately after the fighter climbs out of the Vat. Note that the Sludge Vats on this tile are set into the ground, and as such do not block line of sight. ![](sludge-vats.jpg) :::note #### On A Sector Mechanicus Battlefield… Sludge Vats do not have to be at ground level. As with other features, they could be modelled several stories high, or as very large, open areas. These can be criss-crossed with overhead walkways, gantries and platforms, with lots of ladders to different levels, giving fighters easy access to them. ::: ## Flooded Passage _While the uphive nobles sip on water imported at staggering expense from sources across the galaxy, downhivers must rely upon liquids recycled countless thousands of times over. The expense of a single flute of quantum-spun Cthellian ice-water would purchase sufficient liquid to sustain the workforce of an entire furnace zone for a whole shift. Even recyc-water has value in the underhives however, and some gangs disrupt vital pipelines and infrastructure as acts of petty sabotage against larger gangs and hated Clan Houses, or set elaborate traps using live power cords or acidic compounds._ At the end of each End phase, roll a D6 for each Prone and Seriously Injured fighter in the Flood Water. On a 1, their injuries are too great to keep their head above the water and the fighter slips beneath the surface – the fighter immediately goes Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table. ![](flooded-passage.jpg) :::note #### On A Sector Mechanicus Battlefield… There are many ways to represent Flood Water on a Sector Mechanicus battlefield. From small pools of standing water used as scatter terrain, to large flooded areas, anything is possible, up to and including having the entire surface area of the battlefield covered in standing water at ground level. ::: ## Sewage Channel _One of the staples of the diet fed to the industrial serfs of the Clan Houses is bulk mycoprotein, a foodstuff derived from fungus grown on the single most plentiful source of protein available in the hives. A constant stream of this biological waste flows downwards to feed the mycoprotein plants, and many gangs use such channels as ideal ambush points or as a convenient means of disposing of the corpse of a scragged rival._ If a fighter moves into the Open Sewer for any reason, or starts their activation within the Open Sewer, roll a D6 and add their Strength characteristic. If the result is 7 or more, the fighter maintains their footing. If the result is lower, they become Prone and Pinned. If a fighter began their activation within the Sewage Channel and was already Prone and Pinned, they are swept away by the fast-flowing current – the fighter immediately goes Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table. ![](sewage.jpg) :::note #### On A Sector Mechanicus Battlefield… Sewage Channels can be large or small. They could be simple sections of broken ground, revealing an open sewer below, or flowing rivers of effluent fighters must traverse. There is also no reason for an Open Sewer to be at ground level; they could be shown as overhead pipes with broken sections below small gaps or ledges, so that fighters leaping gaps or climbing between levels risk landing in an open sewer pipe should they fall! ::: ## Promethium Cache _Most gangs in the underhive hoard scavenged materials in hidden corners. These caches can contain anything from food to munitions, but if a firefight breaks out around a promethium stockpile, it’s only a matter of time before a stray shot leads to a massive fireball!_ The Promethium Barrels and Fuel Tank on this tile can be targeted by ranged attacks as though they were fighters (they can also be hit by templates, Blast markers and stray shots – see pages 66 and 67 of the Necromunda Rulebook). If the Barrels and Fuel Tank are hit, roll a D6 and subtract the attacking weapon’s Armour Penetration value. If the result is 4 or more, the shot is deflected. If the result is a 3 or less, a Barrel or the Fuel Tank itself is breached and there is a huge detonation. Every fighter within 3" of a Barrel or the Fuel Tank is immediately Pinned, and suffers one hit – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :----------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Burning promethium | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | </WeaponStats> Once there has been a detonation, the Barrels and Fuel Tank can no longer be hit – however, the space they occupied, and the Spilled Fuel, are ablaze for the rest of the battle. If a fighter moves into the blaze, they suffer a hit using the above profile. ![](promethium-cache.jpg) :::note #### On A Sector Mechanicus Battlefield… A Promethium Cache can be represented with any suitable barrels, fuel canisters or large storage tanks. The important thing is that the terrain feature should have a clearly defined footprint which can be used to show the area of burning promethium that remains after the terrain feature itself has exploded. ::: ## Unlit Corridor, Unlit Junction And Unlit Crossroad _Inevitably, generators fail and wiring corrodes, plunging entire sections of the hive into darkness. Lightless corridors can present both a blessing and a curse to gangs in any given sector. While some welcome the darkness and use it as an opportunity to spring elaborate ambushes, cover the setting of booby traps or make their escape, other, typically less experienced gangs foolishly stumble into such traps laid for them in the dark._ The Darkened Corridor, Junction and Crossroad tiles and fighters within them are subject to the [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). ![](shadows-1.jpg) ![](shadows-2.jpg) ![](shadows-3.jpg) :::note #### On A Sector Mechanicus Battlefield… Obviously it is an easy matter to have an entire battlefield plunged into darkness using the Pitch Black rules. However, you may wish to experiment with the idea of having certain areas of the battlefield be in the dark and others illuminated. These could be areas behind or beneath other large terrain features, or secluded corners. ::: ## Secure Vault _As the hives grow ever upwards, once invaluable assets are abandoned and reclaimed by others. A secure vault might once have housed wealth sufficient to purchase an entire world, and a still functioning vault is of huge value to any underhive gang that can keep hold of it. They may serve as prisons, torture chambers, boltholes or armouries, for once locked from within, they are all-but impervious to intrusion._ When setting up the Secure Vault tile, a Door must be placed across the Vault’s entrance. There must also be a Door Terminal on the outside of the Vault. The Vault Door has a Toughness of 8 and 4 Wounds. Ductways can never be set up so that they lead into the Vault. When attempting to open the Vault Door, Force Door (Basic) actions succeed if the roll is 11 or higher (rather than the usual 9), and Access Terminal (Basic) actions suffer a -4 modifier to the Intelligence check (rather than the usual -2). ![](vault.jpg) :::note #### On A Sector Mechanicus Battlefield… A Secure Vault can be denoted by the presence of any suitably large and secure door in any terrain feature. The vault beyond could even be portrayed by setting up a second, smaller battlefield (perhaps a Zone Mortalis battlefield), enabling fighters to enter the vault itself. ::: ## Fungus Sprawl _The underhives of Necromunda are host to all manner of bizarre mutant flora, with some long-abandoned domes being entirely overrun by twisted forests of weirdly-glowing fungal forms, the air thick with choking clouds of drifting spores. None can say how such strains come into existence, but as with most things in the underhive, they are often put to use by those who live there, in most cases as food, medicine or lethal poison._ If a fighter ends their activation within 2" of the Fungus Sprawl, they suffer one hit – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------ | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------- | | Fungal Spores | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | </WeaponStats> If a fighter has an item of wargear that protects them against attacks made by weapons with the Gas trait (such as a respirator or filter plugs), it can be used as normal. Additionally, in scenarios using the Sneak Attack special rules, attackers who are within 2" of a Fungus Sprawl are easier to see due to the phosphorescent glow the fungus gives off. Add 1 to the result of the 2D6 roll to see whether they are spotted by a sentry. ![](fungus-sprawl.jpg) :::note #### On A Sector Mechanicus Battlefield… A Fungus Sprawl can be represented by a suitable piece of scatter terrain, or by fungus modelled onto any other terrain feature. Provided it is easy to tell where the fungus begins and ends, anything goes! ::: ## Waste Compactor _Though nothing is ever truly disposed of within the hives of Necromunda, unwanted waste is often compacted for later recycling. The mechanisms by which such waste is disposed of are often used by underhive gangs as a means of torturing or executing captured rivals, and are especially useful in disposing of their corpses afterwards._ The Compactor follows the rules for Pitfalls (see Collapsed Sections); however, if a fighter falls into it, they are not taken Out of Action. Instead, they become Prone and Pinned within the Compactor, and their activation ends immediately. Next time the fighter is activated, they must perform two Move (Simple) actions to climb out of the Compactor. At the end of this activation, they become Prone and Pinned at the edge of the Compactor. Additionally, any Standing and Active fighter within 1" of the Console (and not within the Compactor!) can perform the following action: **Cycle Waste Compactor (Basic):** Make an Intelligence check for the fighter. If this check is passed, the Waste Compactor briefly surges into life and any fighters in the Compactor are taken Out of Action. In a campaign battle, no Lasting Injury roll is made; this automatically counts as a 61-65 (Critical Injury). ![](waste-compactor.jpg) :::note #### On A Sector Mechanicus Battlefield… A Waste Compactor can be almost any size or shape, from a small feature at ground level to a large feature several storeys high. As with other similar hazards, such features loan themselves very well to walkways, ledges and ladders, increasing the chances of an unwary fighter falling into the Waste Compactor’s waiting jaws. What matters most is that the terrain feature should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. ::: ## Xenos Nesting Chamber _Whether due to the intentional introduction of offworld fauna or the mutation of native lifeforms, the underhives of Necromunda are host to all manner of strange and often lethal strains, many of which lay their eggs in the deepest, darkest corners they can find. Such locations are extremely perilous to the unwary intruder, as quite apart from the biological hazards of contact with alien spores, whatever it was that laid them might return at any time!_ If a fighter ends their activation within 1" of an Egg Sac, roll a D6. On a 1-3, they are attacked by Xenos Hatchlings – the fighter immediately becomes Prone and Pinned, and suffers D6 hits – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :--------------------------------------------------------- | | Xenos Hatchlings | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> ![](xenos-nesting-chamber.jpg) :::note #### On A Sector Mechanicus Battlefield… Much like a Fungus Sprawl, the presence of Xenos Egg Sacs can be represented by any suitable pieces of scatter terrain, or by egg sacs modelled onto any other terrain feature. What matters most is that it should be simple to tell where the Egg Sacs are, making measurement between them and any fighters easy. :::
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# Badzone: Delta-7 What follows are rules for using the contents of the Badzone Delta-7 set. Players can agree to use them when setting up a Zone Mortalis battlefield, adding them to the tiles that are available. In addition you will find a reprint of [The Gauntlet](/docs/scenarios/scenario-list/the-gauntlet) _[added to the Scenarios list]_, a special scenario first published in White Dwarf, which uses multiple Badzone Delta-7 tiles to form what must surely be the most challenging battlefield any gang could possibly encounter! :::tip The Badzone Delta-7 tiles were a stand-alone set of Zone Mortalis tiles, one side featuring Underhive wall layouts, the other featuring layouts with more exotic terrain, detailed below. ::: ## Using These Rules On Sector Mechanicus Battlefields Many of the rules that follow can easily be adapted for use on a Sector Mechanicus battlefield. In most cases, this is simply a matter of creating a bespoke terrain feature of suitable size, shape and appearance to represent the terrain feature as it is portrayed on the tile; however, if any additional guidelines are needed, they will be found alongside the relevant entry. ## Cult Ritual Chamber _No world in the vast Imperium is immune to the taint of the Ruinous Powers, and on Necromunda its touch is as likely to be felt in the gilded salons of the spire-palaces as it is in the nighted domes of the underhive and in the overcrowded hab-zones in between. Cultists of the Chaos gods often hide their ritual gatherings by meeting in sectors entombed by rubble and waste from the upper levels or accessible only through hidden openings. Those who discover such chambers are often driven insane by unheard ramblings and scarred by unseen hands. Those few who escape unharmed and with their sanity intact are considered the fortunate ones, no matter how terrified they may be from witnessing their fellows being slowly corrupted by the laughter of thirsting gods…_ If a fighter ends their activation within 6" of the Ritual Circle, make a Willpower check for them. If the check is failed, the fighter immediately becomes subject to the [Insanity condition](/docs/general-principles/conditions#insane). ![](ritual-circle.jpg) :::note #### On A Sector Mechanicus Battlefield… When setting up terrain for a Sector Mechanicus battlefield, a suitable terrain feature (perhaps an idol or altar) can be used in place of the Ritual Circle. ::: ## Collapsed Sections _While the metres-thick flooring plates of the hive were constructed to remain strong for thousands of years, some sections are often subjected to the touch of harshly corrosive chemicals, the natural traffic of a trade hub or recreational facility or, particularly on the lower levels, cataclysmic hive quakes. Events such as these force entire sectors to be abandoned, thus furthering the growth of the hive as it builds ever skyward. However this section collapsed, and the river of waste from the upper hive has already begun to fill the mostly abandoned lower section and solidify around the fallen ruins in the hive’s twisted self-regeneration. While such abandoned sections can prove valuable to those who would pillage the depths of the hive, these collapsed floors have caused the downfall of entire gangs as the already-weakened floor gives way to their deaths below._ A Collapsed Section features one or more large Pitfalls. ### Pitfalls Pitfalls are treated just like [gaps](/docs/the-rules/terrain#leaping-gaps). Fighters can attempt to leap across Pitfalls in exactly the same way as they would leap across any other gap. Additionally, Pitfalls are Falling Hazards and a fighter risks falling into a Pitfall should they go from Standing to Prone whilst within ½" of a Pitfall. Should this happen, the fighter must make an Initiative check. If the check is passed, nothing happens. If the check is failed or if a natural 1 is rolled, the fighter will fall into the Pitfall. When a fighter falls into a Pitfall, they immediately go Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table, representing the fighter falling into a different level of the underhive. Finally, if a weapon with the Blast trait is used and the centre of the Blast marker ends on a Collapsed Section tile, roll a D6 for each fighter on that tile. If the test is failed, the floor shifts and the fighter is moved D3" towards the nearest Pitfall (potentially falling if they move into it). ![](pitfall-1.jpg) ![](pitfall-2.jpg) :::note #### On A Sector Mechanicus Battlefield… Pitfalls or Collapsed Sections can be represented on the ground level of a Sector Mechanicus battlefield. Craters or gratings with sections missing are an ideal way to represent such hazards. Players may also wish to set up a battlefield where there is no ground level; perhaps all the action could take place on gantries and walkways, making falling truly hazardous! ::: ## Archaeotech Device _The sprawl of tunnels that runs the breadth of the underhive is dotted with examples of ancient technology, some of it still working. Often found in chambers bedecked with icons and sigils unknown to all but the adepts of the Adeptus Mechanicus, these relics are valuable resources for any gang with an interest in technology – or with an interest in extorting credits from technology. In most cases these chambers would have been hidden behind multiple security measures, and possibly only accessible by the Adeptus Mechanicus or other apprentices sufficiently blessed to enter, but in the ancient press of the lower hive such measures have long-since been forgotten. Miraculously, some such devices still seem to function, a sign of either the Omnissiah’s continued blessing or, more likely, a valuable hidden power source._ A Standing and Active fighter within 1" of the Console can perform the following action: **Activate Device (Basic):** Make an Intelligence check for the fighter. If it is passed, any weapons carried by any fighter who is currently standing at least partially on the Platform of the Archaeotech Device gain the Shock trait for the remainder of this battle. If the check is failed, any fighter who is currently standing at least partially on the Platform of the Archaeotech Device becomes Pinned then takes D6 hits – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Electric Shock | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> ![](archaeotech.jpg) :::note #### On A Sector Mechanicus Battlefield… Most importantly, the terrain feature representing the Archaeotech Device should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. If the terrain feature representing the Archaeotech Device does not have a ‘Platform’ or something similar, the Activate Console (Basic) action will affect any fighters that are within 3" of the terrain feature. ::: ## Furnace Floor _A completely functional furnace in the underhive is a rare amenity, more so if it hasn’t already been claimed by one of House Goliath’s many gangs. These facilities are prized objectives for any gang looking to extract a deal with House Goliath. Even when contaminated with human remains, effluent or general waste from the hive above, such furnaces have become central to many inter-gang power struggles as deadly torture chambers, disposal units or even to curry favour with House Goliath or those in service to the Great House._ The Furnace is treated in the same way as a Pitfall, as described above. However, in a campaign battle, no Lasting Injury roll is made for any fighter that falls into a Furnace; this automatically counts as a 61-65 (Critical Injury). In addition, the heat haze is such that any ranged attacks made across the Furnace suffer an additional -1 to hit modifier. :::note #### On A Sector Mechanicus Battlefield… A Furnace can be represented in many ways on a Sector Mechanicus battlefield. What’s more, it does not have to be at ground level! You could model a huge furnace several stories high, or numerous smaller furnaces to represent a busy smelting works. These could be criss-crossed with overhead walkways and gantries that fighters might have to traverse, making the battlefield very hostile indeed. ::: ## Ventilation Tunnel _Even when the underhive was fully inhabited and functional, air from the less toxic regions of the atmosphere had to be pumped down to the lowest levels. As these tunnels and ducts were designed to function in low-power environments, in cases of natural disasters, sabotage and industrial failings, most of these systems remain functional, even within sectors that have completely collapsed. However, given their size, these tunnels can make an entire corridor impassable – many an unfortunate ganger has been caught by the airflow and drawn into the blades, and now few dare to move even a footstep closer than they must to pass._ If a fighter ends their activation within 6" of the Turbine, roll a D6 and add their Strength characteristic. If the result is 7 or more, they manage to brace themselves against the rushing wind. If the result is lower, they are moved D3" towards the centre of the Turbine. If a fighter moves into the Turbine, they go Out of Action immediately. In a campaign battle, D3 Lasting Injury rolls are made against the fighter rather than the usual one. Finally, if a Blast marker that is centred within 6" of the Turbine scatters, do not roll the Scatter dice – instead, the marker moves directly towards the centre of the Turbine. ![](turbine.jpg) :::note #### On A Sector Mechanicus Battlefield… As with a Furnace, there are many ways a Turbine can be represented on a Sector Mechanicus battlefield, and what’s more, it doesn’t even need to be set into the floor. One of the more interesting options is to have an upright Turbine mounted in a wall. Such terrain features can be placed at any level. ::: ## Malfunctioning Generatorium _The hives of Necromunda are ever-hungry for raw power to drive the ceaseless engines of industry, and once activated, a generator is rarely deactivated, instead functioning until such time as it fails and another is built to make up for the shortfall. Abandoned by their tech-cult custodians, such generators may still be of use to a gang which is bold or foolish enough to attempt to harness the unchained energies they yet produce._ The Generators on this tile block line of sight. While the Generators are active (i.e., unless they have been deactivated, as described below), if a fighter moves between two Generators or ends an action within 1" of a Generator, they are Pinned by the energy coursing around them, their activation ends and they suffer D3 hits, resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :----------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Arcing Electricity | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> A fighter within 1" of the Console can perform the following action: **Deactivate Generators (Basic):** Make an Intelligence check for the fighter. If it is passed, the Generators are deactivated until the end of the round. ![](generators.jpg) :::note #### On A Sector Mechanicus Battlefield… As with the Archaeotech Device, it is most important that the terrain feature representing the Generators should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. Generators should be placed in pairs – after all the greatest risk lies in passing between two – but there is no limit to how many can be placed. ::: ## Sludge Farm ‘Sludge’ is a colloquial term used by underhivers to describe any unidentifiable or unpleasant biological run-off from such vital processes as corpse-starch processing, effluent refining or bulk mycoprotein cultivation. The area is foul-smelling and dangerous, yet, as with most things in the underhive, as potentially valuable as it is perilous. Sludge Vats follow the rules for Pitfalls; however, a fighter that falls into a Sludge Vat is not taken Out of Action. Instead, they become Prone and Pinned within the Vat, and their activation ends immediately. Next time the fighter is activated, they must perform two Move (Simple) actions to climb out of the Vat. At the end of this activation, they become Prone and Pinned at the edge of the Vat. Lots of things can be found floating in sludge, many of which are best not examined too closely. However, sometimes a fighter may come across something valuable. When a fighter falls into a Sludge Vat, they will find D3xD3 credits. These are added to the gang’s Stash immediately after the fighter climbs out of the Vat. Note that the Sludge Vats on this tile are set into the ground, and as such do not block line of sight. ![](sludge-vats.jpg) :::note #### On A Sector Mechanicus Battlefield… Sludge Vats do not have to be at ground level. As with other features, they could be modelled several stories high, or as very large, open areas. These can be criss-crossed with overhead walkways, gantries and platforms, with lots of ladders to different levels, giving fighters easy access to them. ::: ## Flooded Passage _While the uphive nobles sip on water imported at staggering expense from sources across the galaxy, downhivers must rely upon liquids recycled countless thousands of times over. The expense of a single flute of quantum-spun Cthellian ice-water would purchase sufficient liquid to sustain the workforce of an entire furnace zone for a whole shift. Even recyc-water has value in the underhives however, and some gangs disrupt vital pipelines and infrastructure as acts of petty sabotage against larger gangs and hated Clan Houses, or set elaborate traps using live power cords or acidic compounds._ At the end of each End phase, roll a D6 for each Prone and Seriously Injured fighter in the Flood Water. On a 1, their injuries are too great to keep their head above the water and the fighter slips beneath the surface – the fighter immediately goes Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table. ![](flooded-passage.jpg) :::note #### On A Sector Mechanicus Battlefield… There are many ways to represent Flood Water on a Sector Mechanicus battlefield. From small pools of standing water used as scatter terrain, to large flooded areas, anything is possible, up to and including having the entire surface area of the battlefield covered in standing water at ground level. ::: ## Sewage Channel _One of the staples of the diet fed to the industrial serfs of the Clan Houses is bulk mycoprotein, a foodstuff derived from fungus grown on the single most plentiful source of protein available in the hives. A constant stream of this biological waste flows downwards to feed the mycoprotein plants, and many gangs use such channels as ideal ambush points or as a convenient means of disposing of the corpse of a scragged rival._ If a fighter moves into the Open Sewer for any reason, or starts their activation within the Open Sewer, roll a D6 and add their Strength characteristic. If the result is 7 or more, the fighter maintains their footing. If the result is lower, they become Prone and Pinned. If a fighter began their activation within the Sewage Channel and was already Prone and Pinned, they are swept away by the fast-flowing current – the fighter immediately goes Out of Action and, during a campaign game, a single roll is made on the Lasting Injuries table. ![](sewage.jpg) :::note #### On A Sector Mechanicus Battlefield… Sewage Channels can be large or small. They could be simple sections of broken ground, revealing an open sewer below, or flowing rivers of effluent fighters must traverse. There is also no reason for an Open Sewer to be at ground level; they could be shown as overhead pipes with broken sections below small gaps or ledges, so that fighters leaping gaps or climbing between levels risk landing in an open sewer pipe should they fall! ::: ## Promethium Cache _Most gangs in the underhive hoard scavenged materials in hidden corners. These caches can contain anything from food to munitions, but if a firefight breaks out around a promethium stockpile, it’s only a matter of time before a stray shot leads to a massive fireball!_ The Promethium Barrels and Fuel Tank on this tile can be targeted by ranged attacks as though they were fighters (they can also be hit by templates, Blast markers and stray shots – see pages 66 and 67 of the Necromunda Rulebook). If the Barrels and Fuel Tank are hit, roll a D6 and subtract the attacking weapon’s Armour Penetration value. If the result is 4 or more, the shot is deflected. If the result is a 3 or less, a Barrel or the Fuel Tank itself is breached and there is a huge detonation. Every fighter within 3" of a Barrel or the Fuel Tank is immediately Pinned, and suffers one hit – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :----------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | Burning promethium | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | </WeaponStats> Once there has been a detonation, the Barrels and Fuel Tank can no longer be hit – however, the space they occupied, and the Spilled Fuel, are ablaze for the rest of the battle. If a fighter moves into the blaze, they suffer a hit using the above profile. ![](promethium-cache.jpg) :::note #### On A Sector Mechanicus Battlefield… A Promethium Cache can be represented with any suitable barrels, fuel canisters or large storage tanks. The important thing is that the terrain feature should have a clearly defined footprint which can be used to show the area of burning promethium that remains after the terrain feature itself has exploded. ::: ## Unlit Corridor, Unlit Junction And Unlit Crossroad _Inevitably, generators fail and wiring corrodes, plunging entire sections of the hive into darkness. Lightless corridors can present both a blessing and a curse to gangs in any given sector. While some welcome the darkness and use it as an opportunity to spring elaborate ambushes, cover the setting of booby traps or make their escape, other, typically less experienced gangs foolishly stumble into such traps laid for them in the dark._ The Darkened Corridor, Junction and Crossroad tiles and fighters within them are subject to the [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). ![](shadows-1.jpg) ![](shadows-2.jpg) ![](shadows-3.jpg) :::note #### On A Sector Mechanicus Battlefield… Obviously it is an easy matter to have an entire battlefield plunged into darkness using the Pitch Black rules. However, you may wish to experiment with the idea of having certain areas of the battlefield be in the dark and others illuminated. These could be areas behind or beneath other large terrain features, or secluded corners. ::: ## Secure Vault _As the hives grow ever upwards, once invaluable assets are abandoned and reclaimed by others. A secure vault might once have housed wealth sufficient to purchase an entire world, and a still functioning vault is of huge value to any underhive gang that can keep hold of it. They may serve as prisons, torture chambers, boltholes or armouries, for once locked from within, they are all-but impervious to intrusion._ When setting up the Secure Vault tile, a Door must be placed across the Vault’s entrance. There must also be a Door Terminal on the outside of the Vault. The Vault Door has a Toughness of 8 and 4 Wounds. Ductways can never be set up so that they lead into the Vault. When attempting to open the Vault Door, Force Door (Basic) actions succeed if the roll is 11 or higher (rather than the usual 9), and Access Terminal (Basic) actions suffer a -4 modifier to the Intelligence check (rather than the usual -2). ![](vault.jpg) :::note #### On A Sector Mechanicus Battlefield… A Secure Vault can be denoted by the presence of any suitably large and secure door in any terrain feature. The vault beyond could even be portrayed by setting up a second, smaller battlefield (perhaps a Zone Mortalis battlefield), enabling fighters to enter the vault itself. ::: ## Fungus Sprawl _The underhives of Necromunda are host to all manner of bizarre mutant flora, with some long-abandoned domes being entirely overrun by twisted forests of weirdly-glowing fungal forms, the air thick with choking clouds of drifting spores. None can say how such strains come into existence, but as with most things in the underhive, they are often put to use by those who live there, in most cases as food, medicine or lethal poison._ If a fighter ends their activation within 2" of the Fungus Sprawl, they suffer one hit – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------ | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------- | | Fungal Spores | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | </WeaponStats> If a fighter has an item of wargear that protects them against attacks made by weapons with the Gas trait (such as a respirator or filter plugs), it can be used as normal. Additionally, in scenarios using the Sneak Attack special rules, attackers who are within 2" of a Fungus Sprawl are easier to see due to the phosphorescent glow the fungus gives off. Add 1 to the result of the 2D6 roll to see whether they are spotted by a sentry. ![](fungus-sprawl.jpg) :::note #### On A Sector Mechanicus Battlefield… A Fungus Sprawl can be represented by a suitable piece of scatter terrain, or by fungus modelled onto any other terrain feature. Provided it is easy to tell where the fungus begins and ends, anything goes! ::: ## Waste Compactor _Though nothing is ever truly disposed of within the hives of Necromunda, unwanted waste is often compacted for later recycling. The mechanisms by which such waste is disposed of are often used by underhive gangs as a means of torturing or executing captured rivals, and are especially useful in disposing of their corpses afterwards._ The Compactor follows the rules for Pitfalls (see Collapsed Sections); however, if a fighter falls into it, they are not taken Out of Action. Instead, they become Prone and Pinned within the Compactor, and their activation ends immediately. Next time the fighter is activated, they must perform two Move (Simple) actions to climb out of the Compactor. At the end of this activation, they become Prone and Pinned at the edge of the Compactor. Additionally, any Standing and Active fighter within 1" of the Console (and not within the Compactor!) can perform the following action: **Cycle Waste Compactor (Basic):** Make an Intelligence check for the fighter. If this check is passed, the Waste Compactor briefly surges into life and any fighters in the Compactor are taken Out of Action. In a campaign battle, no Lasting Injury roll is made; this automatically counts as a 61-65 (Critical Injury). ![](waste-compactor.jpg) :::note #### On A Sector Mechanicus Battlefield… A Waste Compactor can be almost any size or shape, from a small feature at ground level to a large feature several storeys high. As with other similar hazards, such features loan themselves very well to walkways, ledges and ladders, increasing the chances of an unwary fighter falling into the Waste Compactor’s waiting jaws. What matters most is that the terrain feature should have a Console; if it does not, a Door Terminal can be placed adjacent to the device to count as the Console. ::: ## Xenos Nesting Chamber _Whether due to the intentional introduction of offworld fauna or the mutation of native lifeforms, the underhives of Necromunda are host to all manner of strange and often lethal strains, many of which lay their eggs in the deepest, darkest corners they can find. Such locations are extremely perilous to the unwary intruder, as quite apart from the biological hazards of contact with alien spores, whatever it was that laid them might return at any time!_ If a fighter ends their activation within 1" of an Egg Sac, roll a D6. On a 1-3, they are attacked by Xenos Hatchlings – the fighter immediately becomes Prone and Pinned, and suffers D6 hits – resolved using the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :--------------------------------------------------------- | | Xenos Hatchlings | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> ![](xenos-nesting-chamber.jpg) :::note #### On A Sector Mechanicus Battlefield… Much like a Fungus Sprawl, the presence of Xenos Egg Sacs can be represented by any suitable pieces of scatter terrain, or by egg sacs modelled onto any other terrain feature. What matters most is that it should be simple to tell where the Egg Sacs are, making measurement between them and any fighters easy. :::
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437
### EMP Grenades (30 credits) - *Description:* EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications. - **Effects:** Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment. - **Use Limitation:* Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks.
equipment
EMP Grenade
Unknown
grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment.
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30
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EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications.
Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks.
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### EMP Grenades (30 credits) - *Description:* EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications. - **Effects:** Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment. - **Use Limitation:* Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks.
Unknown
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1,201
# Close Combat :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Fighters that are Engaged with an enemy fighter can make close combat attacks against them. 1. Turn to Face 2. Pick Weapons 3. Determine Attack Dice 4. Declare Targets 5. Make Hit Roll(s) 6. Resolve Hits 7. Reaction Attacks (steps 1 to 5) 8. Consolidate or Coup de Grace ## 1. Turn to Face The attacking fighter may turn to face any direction. However, doing so will apply a -1 hit modifier to all hit rolls. ## 2. Pick Weapons Declare up to 2 weapons (Melee or Sidearm) or 1 Unwieldy weapon. Alternatively, unarmed attacks can be made instead. #### Unarmed Attacks Strength as user, Damage 1. ## 3. Determine Attack Dice The number of Attack dice is determined by the Attacks characteristics plus the following bonuses: | Description | Modifier | | :--- | :--- | | **Dual Weapons, Sidearm or Melee** | +1 | | **Charging** | +1 | If attacking with more than 1 weapon, the Attack dice must be split as evenly as possible, with the attacker choosing which weapon makes any odd attack. #### Pistols at Close Quarters A Sidearm can only have one Attack dice allocated to it. Any remaining attacks must be allocated to a Melee weapon (or Unarmed attacks). Accuracy modifiers do not apply to Sidearms in close combat. Sidearms use WS like all other close combat attacks (not BS). ## 4. Declare Targets Declare a target enemy fighter: - Engaged with the attacker. - Within the vision arc of the attacker. Attacks can be split between multiple targets. ## 5. Make Hit Roll(s) Make a Weapon Skill test for the attacker with each Attack dice. Roll separately for different weapons and/or targets. Apply the following modifiers. | Description | Modifier | | :--- | :--- | | **Broken (Reaction attacks)** | -2 | | **each Assist** | +1 | | **each Interference** | -1 | | **turned to face** | -1 | | **attacking a vehicle** | +1 | | **attacking through a barricade** | -1 | ## 6. Resolve Hits Each attack that scores a hit is resolved using ‘Resolving hits’ rules. Vehicles: - Use the facing the attacker is in contact with to determine Toughness. - +1 Location dice from close combat attacks (choose 1 result and discard the rest). ## 7. Reaction Attacks If there are still enemy fighters Engaged with the attacker, each of them can make Reaction attacks, following steps 1-6. Vehicles: Cannot make Reaction attacks. :::info N17 (IMPROVED VERSION) Reaction attacks must target the attacker. ::: ## 8. Consolidate or Coup de Grace If the attacker is no longer Engaged (all previously Engaged enemy fighters are now Seriously Injured or Out of Action), the fighter can choose one of the following: - A free Coup de Grace (Simple) action against a Seriously Injured fighter in B2B. - Move up to 2”. :::tip YAQ Do not make a 2nd Nerve test for fighters that became Seriously Injured and then taken Out of Action by a free Coup de Grace action in the same activation. ::: ## Pistols at Close Quarters Accuracy modifiers for pistols does not apply in close combat. Pistols used in close combat also use Firepower dice to see if they run out of ammo. ## Assists Claim an assist from each other friendly fighter that is: - Engaged with the target fighter. - Not Engaged with any other enemy fighters. Apply a +1 hit modifier for each assist. Vehicles: Assists does not apply. ## Interference Suffer interference from each other enemy fighter that is: - Engaged with the attacker. - Not Engaged with any other enemy fighters. Apply a -1 hit modifier for each interference. Vehicles: Interference does not apply
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2024-06-13 20:34:24.508078
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# Close Combat :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Fighters that are Engaged with an enemy fighter can make close combat attacks against them. 1. Turn to Face 2. Pick Weapons 3. Determine Attack Dice 4. Declare Targets 5. Make Hit Roll(s) 6. Resolve Hits 7. Reaction Attacks (steps 1 to 5) 8. Consolidate or Coup de Grace ## 1. Turn to Face The attacking fighter may turn to face any direction. However, doing so will apply a -1 hit modifier to all hit rolls. ## 2. Pick Weapons Declare up to 2 weapons (Melee or Sidearm) or 1 Unwieldy weapon. Alternatively, unarmed attacks can be made instead. #### Unarmed Attacks Strength as user, Damage 1. ## 3. Determine Attack Dice The number of Attack dice is determined by the Attacks characteristics plus the following bonuses: | Description | Modifier | | :--- | :--- | | **Dual Weapons, Sidearm or Melee** | +1 | | **Charging** | +1 | If attacking with more than 1 weapon, the Attack dice must be split as evenly as possible, with the attacker choosing which weapon makes any odd attack. #### Pistols at Close Quarters A Sidearm can only have one Attack dice allocated to it. Any remaining attacks must be allocated to a Melee weapon (or Unarmed attacks). Accuracy modifiers do not apply to Sidearms in close combat. Sidearms use WS like all other close combat attacks (not BS). ## 4. Declare Targets Declare a target enemy fighter: - Engaged with the attacker. - Within the vision arc of the attacker. Attacks can be split between multiple targets. ## 5. Make Hit Roll(s) Make a Weapon Skill test for the attacker with each Attack dice. Roll separately for different weapons and/or targets. Apply the following modifiers. | Description | Modifier | | :--- | :--- | | **Broken (Reaction attacks)** | -2 | | **each Assist** | +1 | | **each Interference** | -1 | | **turned to face** | -1 | | **attacking a vehicle** | +1 | | **attacking through a barricade** | -1 | ## 6. Resolve Hits Each attack that scores a hit is resolved using ‘Resolving hits’ rules. Vehicles: - Use the facing the attacker is in contact with to determine Toughness. - +1 Location dice from close combat attacks (choose 1 result and discard the rest). ## 7. Reaction Attacks If there are still enemy fighters Engaged with the attacker, each of them can make Reaction attacks, following steps 1-6. Vehicles: Cannot make Reaction attacks. :::info N17 (IMPROVED VERSION) Reaction attacks must target the attacker. ::: ## 8. Consolidate or Coup de Grace If the attacker is no longer Engaged (all previously Engaged enemy fighters are now Seriously Injured or Out of Action), the fighter can choose one of the following: - A free Coup de Grace (Simple) action against a Seriously Injured fighter in B2B. - Move up to 2”. :::tip YAQ Do not make a 2nd Nerve test for fighters that became Seriously Injured and then taken Out of Action by a free Coup de Grace action in the same activation. ::: ## Pistols at Close Quarters Accuracy modifiers for pistols does not apply in close combat. Pistols used in close combat also use Firepower dice to see if they run out of ammo. ## Assists Claim an assist from each other friendly fighter that is: - Engaged with the target fighter. - Not Engaged with any other enemy fighters. Apply a +1 hit modifier for each assist. Vehicles: Assists does not apply. ## Interference Suffer interference from each other enemy fighter that is: - Engaged with the attacker. - Not Engaged with any other enemy fighters. Apply a -1 hit modifier for each interference. Vehicles: Interference does not apply
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1,201
364
### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers.
Unknown
Unknown
Unknown
Unknown
0
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Unknown
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
necrovox
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Unknown
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Unknown
Unknown
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Unknown
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### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
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2024-06-13 20:34:24.508078
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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
Esoteric
Unknown
Unknown
0
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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
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
0
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0
Unknown
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0
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Unknown
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0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### 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
Unknown
Unknown
Unknown
0
0
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37
669
# 81. Riches in the Dark _Sometimes, the rumour of a newly discovered tunnel sprawl packed with discarded riches will spread around the underhive. Such rumours are sure to be investigated._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). The Beast's Lair is at the centre surrounded by 4 Loot. ![](riches-in-the-dark.jpg) `X` = Beast's Lair `LOOT` = Loot Casket ## Crews - Custom (5) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (starting on the 2nd round). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: - Chooses deployment zones (red or green). - Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Pitch Black Use the [Pitch Black special rule](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). ## The Beast's Lair Use the [Beast's Lair special rule](/docs/battlefield-setup/scenario-rules#the-beasts-lair). ## Grab The Loot Each gang is trying to grab as much Loot as possible back to their deployment zones. Note that only unopened loot are used for the win condition and rewards (any opened loot are left behind). Gangs can score the following points: - 2 per unopened loot that is secured. - 1 per enemy fighter Out of Action. - D3 to the last remaining gang. ## 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 gang that scored the most points is the winner. In case of a tie, the gang that secured the most loot is the winner. Otherwise it is a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - 100 credits per unopened loot returned to the deployment zone. :::
Unknown
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Unknown
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2024-06-13 20:34:24.508078
['Zone Mortalis']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
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Unknown
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Unknown
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# 81. Riches in the Dark _Sometimes, the rumour of a newly discovered tunnel sprawl packed with discarded riches will spread around the underhive. Such rumours are sure to be investigated._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). The Beast's Lair is at the centre surrounded by 4 Loot. ![](riches-in-the-dark.jpg) `X` = Beast's Lair `LOOT` = Loot Casket ## Crews - Custom (5) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (starting on the 2nd round). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: - Chooses deployment zones (red or green). - Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Pitch Black Use the [Pitch Black special rule](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). ## The Beast's Lair Use the [Beast's Lair special rule](/docs/battlefield-setup/scenario-rules#the-beasts-lair). ## Grab The Loot Each gang is trying to grab as much Loot as possible back to their deployment zones. Note that only unopened loot are used for the win condition and rewards (any opened loot are left behind). Gangs can score the following points: - 2 per unopened loot that is secured. - 1 per enemy fighter Out of Action. - D3 to the last remaining gang. ## 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 gang that scored the most points is the winner. In case of a tie, the gang that secured the most loot is the winner. Otherwise it is a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - 100 credits per unopened loot returned to the deployment zone. :::
Unknown
Unknown
Unknown
Unknown
0
0
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 96. Fuel Hunt _"In the Wastes, if you run out of fuel, death becomes a certainty."_ \- Monika Merdena, Road Sergeant, The Brazen Maidens, House Orlock In this scenario two gangs fight over scattered fuel supplies. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom Selection (D3+7) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle If either gang has no models left on the battlefield or there are no more fuel caches on the battlefield at the end of any round, the battle ends immediately. ## Victory The side who gathered the most Fuel points is the winner. ## Rewards #### Credits Each gang adds D3x10 credits to their Stash for each fuel point they have. #### Experience Each fighter that gained a fuel point earns 1 XP. #### Reputation The victorious gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Looting The Battlefield The gangs are hunting for fuel caches and will loot any that they find! Roll 2D6 to determine the number of fuel caches, these can be represented by Loot caskets, barrels, consoles or any other small pieces of terrain. Players then take turns placing these objects on the battlefield, starting with the player who has Priority. Fuel caches must be at least 6" from a battlefield edge, and at least 3" from a battlefield object. A fighter within 1" of a fuel cache can make a Loot (Double) action to see if it contains anything useful: **Loot (Double):** Roll a D6. On a 4, 5 or 6, the fighter finds some fuel and their gang gains 1 Fuel point. On a 1, the fuel explodes like a frag trap (see page 269). Regardless of the result of the roll, once a fuel cache has been interacted with, remove it from the battlefield. ## Running Low On Fuel The vehicles of both gangs are running on vapours. Each time a vehicle is activated, before it performs any action roll a D6. On a roll of 1, the vehicle changes its Status to Stationary and Stalled as the engine stutters. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ ## Battlefield</h2> Standard (Ash Wastes). Size approximately 3'x3' to 4'x4'. ## Crews</h2> - Custom (D3+7). Can include vehicles. ## Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment</h2> Standard. ## Looting The Battlefield</h2> _Gangs are hunting for fuel caches and investigating anything they find to see if it contains fuel._ 2D6 fuel caches (can be loot, barrels or anything else). Starting with the gang with Priority, place 2D6 fuel caches (can be loot, barrels or anything else): - At least 8" from any battlefield edge. - At least 3" from a battlefield object. Fighters within 1" can spend a Double action (Loot) and a D6: | D6 | Result | | --- | ------------------------------------------------------------------- | | 1 | **Explodes!** Resolved as a [frag trap](/docs/armoury/booby-traps). | | 2-3 | **Empty.** | | 4 | Gain 1 point. | Afterwards, the fuel cache is removed from the battlefield (regardless of the result). ### Running Low On Fuel _Vehicles are running on vapours._ When activating vehicles, roll a 2+ or become Stationary. ## Ending the Battle</h2> The battle ends if any of the following are true: - Max one gang has models remaining on the battlefield. - No more fuel caches on the battlefield. ## Victory</h2> The gang that gathered most points. ## Rewards</h2> #### Credits - D3x10 per point. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for gaining a point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. </TabItem> </Tabs>
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2024-06-13 20:34:24.508078
['Ash Wastes Scenario', 'Vehicles', 'Core Rulebook Scenario 2023']
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In this scenario two gangs fight over scattered fuel supplies.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 96. Fuel Hunt _"In the Wastes, if you run out of fuel, death becomes a certainty."_ \- Monika Merdena, Road Sergeant, The Brazen Maidens, House Orlock In this scenario two gangs fight over scattered fuel supplies. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom Selection (D3+7) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle If either gang has no models left on the battlefield or there are no more fuel caches on the battlefield at the end of any round, the battle ends immediately. ## Victory The side who gathered the most Fuel points is the winner. ## Rewards #### Credits Each gang adds D3x10 credits to their Stash for each fuel point they have. #### Experience Each fighter that gained a fuel point earns 1 XP. #### Reputation The victorious gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Looting The Battlefield The gangs are hunting for fuel caches and will loot any that they find! Roll 2D6 to determine the number of fuel caches, these can be represented by Loot caskets, barrels, consoles or any other small pieces of terrain. Players then take turns placing these objects on the battlefield, starting with the player who has Priority. Fuel caches must be at least 6" from a battlefield edge, and at least 3" from a battlefield object. A fighter within 1" of a fuel cache can make a Loot (Double) action to see if it contains anything useful: **Loot (Double):** Roll a D6. On a 4, 5 or 6, the fighter finds some fuel and their gang gains 1 Fuel point. On a 1, the fuel explodes like a frag trap (see page 269). Regardless of the result of the roll, once a fuel cache has been interacted with, remove it from the battlefield. ## Running Low On Fuel The vehicles of both gangs are running on vapours. Each time a vehicle is activated, before it performs any action roll a D6. On a roll of 1, the vehicle changes its Status to Stationary and Stalled as the engine stutters. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ ## Battlefield</h2> Standard (Ash Wastes). Size approximately 3'x3' to 4'x4'. ## Crews</h2> - Custom (D3+7). Can include vehicles. ## Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment</h2> Standard. ## Looting The Battlefield</h2> _Gangs are hunting for fuel caches and investigating anything they find to see if it contains fuel._ 2D6 fuel caches (can be loot, barrels or anything else). Starting with the gang with Priority, place 2D6 fuel caches (can be loot, barrels or anything else): - At least 8" from any battlefield edge. - At least 3" from a battlefield object. Fighters within 1" can spend a Double action (Loot) and a D6: | D6 | Result | | --- | ------------------------------------------------------------------- | | 1 | **Explodes!** Resolved as a [frag trap](/docs/armoury/booby-traps). | | 2-3 | **Empty.** | | 4 | Gain 1 point. | Afterwards, the fuel cache is removed from the battlefield (regardless of the result). ### Running Low On Fuel _Vehicles are running on vapours._ When activating vehicles, roll a 2+ or become Stationary. ## Ending the Battle</h2> The battle ends if any of the following are true: - Max one gang has models remaining on the battlefield. - No more fuel caches on the battlefield. ## Victory</h2> The gang that gathered most points. ## Rewards</h2> #### Credits - D3x10 per point. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for gaining a point. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. </TabItem> </Tabs>
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Resolving Hits on and by Vehicles ## Vehicles And Ranged Attacks Vehicles follow the same rules for resolving ranged attacks as fighters with the following modifications: ### Measuring Range When resolving a ranged attack with a vehicle, always measure the distance from the weapon being fired, not from the vehicle’s base or hull. When resolving ranged attacks against a vehicle, always measure to the closest point of the vehicle’s hull. Note that vehicles gain the same benefits from cover as fighters do. ### Vehicle Vision Arcs Like fighters, vehicles have vision arcs. Where they differ is that larger vehicles with more crew may have up to four vision arcs, as shown on the following diagram. All vehicles have a front vision arc, representing what the crew can see in the moment. Those with more than one vision arc will invariably also have crewed weapons that face into that vision arc. Where a vehicle does not have a certain vision arc, this is known as a ‘blind spot’. Determine a vehicle’s vision arc by drawing two imaginary lines through the corners of the vehicle as shown below. ![](vehicle-vision-arc.jpg) ## Vehicles And Close Combat Attacks Vehicles can never make close combat attacks. ### Attacking Vehicles A fighter that is within 1" of a vehicle counts as being Engaged with that vehicle and may make close combat attacks against it, however they can freely move around on the vehicle or away from it without having to disengage. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice (see [Multiple Location Dice](/docs/rules/vehicles/vehicle-resolve-hits#multiple-location-dice)), choosing one result to apply and discarding the other(s). A vehicle never counts as being Engaged and may freely move out of engagement range of enemy fighters, however when it does those fighters may make an Initiative check, performing Reaction attacks against the vehicle if they pass. A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate. #### Resolving Hits Against Vehicles When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted under [Vehicle Characteristics](/docs/rules/vehicles/#vehicle-characteristics), all vehicles have three Toughness characteristics: Front, Side and Rear. Each of these corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-arc.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a Blast template) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs. Toughness | D6 Roll Required | | ----------------------------------------------- | :--------------: | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the same way as for fighters. ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. :::info Vehicle Dice If you don't have Vehicle dice, use the following tables <Tabs> <TabItem value="damage" label="Damage" default> | D6 | Effect | | --- | --------------- | | 1 | Glancing Hit | | 2 | Glancing Hit | | 3 | Glancing Hit | | 4 | Penetrating Hit | | 5 | Penetrating Hit | | 6 | Catastropic Hit | </TabItem> <TabItem value="location" label="Location" default> | D6 | Effect | | --- | ------ | | 1 | Body | | 2 | Body | | 3 | Body | | 4 | Crew | | 5 | Drive | | 6 | Engine | </TabItem> <TabItem value="control" label="Control" default> | D6 | Effect | | --- | -------------- | | 1 | Swerve 45° | | 2 | Swerve 45° | | 3 | Swerve 45° | | 4 | Jack-knife 90° | | 5 | Jack-knife 90° | | 6 | Roll | - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. </TabItem> </Tabs> ::: ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice. ### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered, the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Catastrophic Hit** | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | **Penetrating Hit** | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Catastrophic Hit** | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier | ### Crew Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.</li><li>On a 2 or 3, the driver grits their teeth and carries on driving through the pain.</li><li>On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver.</li></ul> | | **Catastrophic Hit** | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1-3, the driver remains unconscious.</li><li>On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round.</li></ul> | ### Drive Damage Table | Type of Hit | Effect | | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Penetrating Hit** | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | **Catastrophic Hit** | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative check. If this check is passed, the fighter remains Standing. If, however, this check is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Vehicles and Falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::note Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned.** The crew goes Into Recovery but gains D3 Experience. | | 12-26 | **Out Cold.** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Grievous Injury.** The crew goes Into Recovery. | | 51-52 | **Humiliated.** The crew goes Into Recovery. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury.** The crew goes Into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury.** The crew goes Into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury.** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see the Necromunda: Ash Wastes Rulebook) in the post-battle sequence, they will die. | | 66 | **Memorable Death.** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired. The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle.** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made against this vehicle. | | 2 | **Handling Glitch.** The vehicle suffers a -1 modifier to its Handling checks. | | 3 | **Unreliable.** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power.** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork.** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame.** Reduce the vehicle’s Hull Points characteristic by 1. 7+ Write-off. The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired. | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling check for the vehicle, applying any modifiers as required: - If the check is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the check is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will immediately move a number of inches equal to half its Movement characteristic. :::note Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must test to avoid [falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). ::: ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3: - The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. - The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an Active model, and the rules for [Vehicle Impacts](/docs/rules/vehicles/vehicle-impacts) are used as required. Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ## Nerve Tests ### Fighters And Vehicles Seeing a vehicle taken out can have a devastating effect on the morale of a fighter. Fighters need to make a Nerve test if a vehicle is Wrecked within 6" of them. ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool check for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the check is passed, nothing happens. - If the check is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken Condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile make a Break For Air (Double) action, or if Stationary and Stalled make a [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) and then if the vehicle is Ready they lose their Ready marker. - Broken vehicles may be rallied in the End phase. - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Resolving Hits on and by Vehicles ## Vehicles And Ranged Attacks Vehicles follow the same rules for resolving ranged attacks as fighters with the following modifications: ### Measuring Range When resolving a ranged attack with a vehicle, always measure the distance from the weapon being fired, not from the vehicle’s base or hull. When resolving ranged attacks against a vehicle, always measure to the closest point of the vehicle’s hull. Note that vehicles gain the same benefits from cover as fighters do. ### Vehicle Vision Arcs Like fighters, vehicles have vision arcs. Where they differ is that larger vehicles with more crew may have up to four vision arcs, as shown on the following diagram. All vehicles have a front vision arc, representing what the crew can see in the moment. Those with more than one vision arc will invariably also have crewed weapons that face into that vision arc. Where a vehicle does not have a certain vision arc, this is known as a ‘blind spot’. Determine a vehicle’s vision arc by drawing two imaginary lines through the corners of the vehicle as shown below. ![](vehicle-vision-arc.jpg) ## Vehicles And Close Combat Attacks Vehicles can never make close combat attacks. ### Attacking Vehicles A fighter that is within 1" of a vehicle counts as being Engaged with that vehicle and may make close combat attacks against it, however they can freely move around on the vehicle or away from it without having to disengage. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice (see [Multiple Location Dice](/docs/rules/vehicles/vehicle-resolve-hits#multiple-location-dice)), choosing one result to apply and discarding the other(s). A vehicle never counts as being Engaged and may freely move out of engagement range of enemy fighters, however when it does those fighters may make an Initiative check, performing Reaction attacks against the vehicle if they pass. A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate. #### Resolving Hits Against Vehicles When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted under [Vehicle Characteristics](/docs/rules/vehicles/#vehicle-characteristics), all vehicles have three Toughness characteristics: Front, Side and Rear. Each of these corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-arc.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a Blast template) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs. Toughness | D6 Roll Required | | ----------------------------------------------- | :--------------: | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the same way as for fighters. ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. :::info Vehicle Dice If you don't have Vehicle dice, use the following tables <Tabs> <TabItem value="damage" label="Damage" default> | D6 | Effect | | --- | --------------- | | 1 | Glancing Hit | | 2 | Glancing Hit | | 3 | Glancing Hit | | 4 | Penetrating Hit | | 5 | Penetrating Hit | | 6 | Catastropic Hit | </TabItem> <TabItem value="location" label="Location" default> | D6 | Effect | | --- | ------ | | 1 | Body | | 2 | Body | | 3 | Body | | 4 | Crew | | 5 | Drive | | 6 | Engine | </TabItem> <TabItem value="control" label="Control" default> | D6 | Effect | | --- | -------------- | | 1 | Swerve 45° | | 2 | Swerve 45° | | 3 | Swerve 45° | | 4 | Jack-knife 90° | | 5 | Jack-knife 90° | | 6 | Roll | - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. </TabItem> </Tabs> ::: ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice. ### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered, the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Catastrophic Hit** | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | **Penetrating Hit** | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Catastrophic Hit** | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier | ### Crew Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.</li><li>On a 2 or 3, the driver grits their teeth and carries on driving through the pain.</li><li>On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver.</li></ul> | | **Catastrophic Hit** | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1-3, the driver remains unconscious.</li><li>On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round.</li></ul> | ### Drive Damage Table | Type of Hit | Effect | | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Penetrating Hit** | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | **Catastrophic Hit** | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative check. If this check is passed, the fighter remains Standing. If, however, this check is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Vehicles and Falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::note Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned.** The crew goes Into Recovery but gains D3 Experience. | | 12-26 | **Out Cold.** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Grievous Injury.** The crew goes Into Recovery. | | 51-52 | **Humiliated.** The crew goes Into Recovery. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury.** The crew goes Into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury.** The crew goes Into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury.** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see the Necromunda: Ash Wastes Rulebook) in the post-battle sequence, they will die. | | 66 | **Memorable Death.** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired. The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle.** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made against this vehicle. | | 2 | **Handling Glitch.** The vehicle suffers a -1 modifier to its Handling checks. | | 3 | **Unreliable.** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power.** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork.** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame.** Reduce the vehicle’s Hull Points characteristic by 1. 7+ Write-off. The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired. | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling check for the vehicle, applying any modifiers as required: - If the check is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the check is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will immediately move a number of inches equal to half its Movement characteristic. :::note Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must test to avoid [falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). ::: ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3: - The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. - The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an Active model, and the rules for [Vehicle Impacts](/docs/rules/vehicles/vehicle-impacts) are used as required. Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ## Nerve Tests ### Fighters And Vehicles Seeing a vehicle taken out can have a devastating effect on the morale of a fighter. Fighters need to make a Nerve test if a vehicle is Wrecked within 6" of them. ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool check for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the check is passed, nothing happens. - If the check is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken Condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile make a Break For Air (Double) action, or if Stationary and Stalled make a [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) and then if the vehicle is Ready they lose their Ready marker. - Broken vehicles may be rallied in the End phase. - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled.
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### Plentiful Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it isautomatically reloaded.
necrovox
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### Plentiful Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.
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# Chronos Pattern Ironcrawler ![](ironcrawler.webp) <VehicleCard cost="390"> ### Chronos Pattern Ironcrawler | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 9 | 9 | 8 | 7 | 6+ | 3+ | **Locomotion:** Tracked. **Weapon Hardpoints:** 2. Cab: Crew Operated, Front and Right Arc; Transport Cage: Crew Operated, All-round Arc. **Existing Upgrades:** Transport Cage (large) with Fire Points, Transport Bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 4 | 4 | #### Fire Points The Ironcrawler has five Fire Points on the transport cage: two on the left side, two on the right side, and one on the rear. Fighters in the transport cage have access to the Shoot (Basic) and Reload (Simple) actions. The Shoot (Basic) action is resolved from any one of the Fire Points. A Fire Point can only be used once per round. When using a Fire Point, fighters may not take the Aim (Basic) action, nor utilise weapons with the Unwieldy trait. #### Transport Bed The Ironcrawler has a transport bed behind the transport cage. Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | ------------------------------ | ------- | | **Special Weapons** | | Grenade launcher (frag & krak) | 65 | | **Heavy Weapons** | | Heavy stubber | 130 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | -------- | | **Body Upgrades** | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Fire points\* | inc. (5) | | Reinforced armour | 20 | | Transport bed | inc. | | Transport cage - large | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | \* Fire points require a Transport cage. Does not use an upgrade slot. ### Wargear | Item | Credits | | ------------------------ | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 |
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# Chronos Pattern Ironcrawler ![](ironcrawler.webp) <VehicleCard cost="390"> ### Chronos Pattern Ironcrawler | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 9 | 9 | 8 | 7 | 6+ | 3+ | **Locomotion:** Tracked. **Weapon Hardpoints:** 2. Cab: Crew Operated, Front and Right Arc; Transport Cage: Crew Operated, All-round Arc. **Existing Upgrades:** Transport Cage (large) with Fire Points, Transport Bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 4 | 4 | #### Fire Points The Ironcrawler has five Fire Points on the transport cage: two on the left side, two on the right side, and one on the rear. Fighters in the transport cage have access to the Shoot (Basic) and Reload (Simple) actions. The Shoot (Basic) action is resolved from any one of the Fire Points. A Fire Point can only be used once per round. When using a Fire Point, fighters may not take the Aim (Basic) action, nor utilise weapons with the Unwieldy trait. #### Transport Bed The Ironcrawler has a transport bed behind the transport cage. Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | ------------------------------ | ------- | | **Special Weapons** | | Grenade launcher (frag & krak) | 65 | | **Heavy Weapons** | | Heavy stubber | 130 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | -------- | | **Body Upgrades** | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Fire points\* | inc. (5) | | Reinforced armour | 20 | | Transport bed | inc. | | Transport cage - large | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | \* Fire points require a Transport cage. Does not use an upgrade slot. ### Wargear | Item | Credits | | ------------------------ | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 |
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# Shooting :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Steps when shooting: 1. Declare the shot 2. Check the Range 3. Make the Hit Roll 4. Target is Pinned 5. Resolve Hits ## 1. Declare the Ranged Attack Pick a ranged weapon, then pick an eligible target. ### Target Priority - Must target the closest visible enemy (even if Engaged). - Can target a more distant enemy if easier to hit. - Can ignore Seriously Injured enemies. - Pass a Cool test to target a more distant enemy :::danger House Rule (Necrodamus, A&A) Must target the closest visible enemy (regardless of facing). Avoids facing fighters in awkward directions to circumvent the cool Check for seeing the actual closest enemy. ::: ### Fighters in Hiding A fighter that is both Prone (Pinned or Seriously Injured) and in cover (partial or full) can't be targeted. ## 2. Check the Range Measure the range from the attacker to the target. If beyond the weapon’s Long range, the attack automatically misses. The Firepower dice must still be rolled. ## 3. Make the Hit Roll Make a BS test with modifiers: | Description | Modifier | | :---------------------------------------------------------------- | :--------------------- | | Partial Cover | -1 | | Full Cover | -2 | | Accuracy Modifier | +/-? | | Engaged | -1 | | Prone | -1, at Long range only | | Hull Down (Vehicle): If the entire side that is hit is invisible. | -2 | ### Improbable Shots If the hit modifiers applied to a ranged attack mean that it is impossible to score a hit, the attack is an improbable shot (for example 7+). First roll to hit on a 6+, then roll again using only the fighter’s Ballistic Skill and ignoring any modifiers. ## 4. Target is Pinned When a Standing Active fighter is hit by a ranged attack, they are automatically Pinned. Note that Engaged fighters can't become Pinned. ## 5. Resolve Hits Each attack that scores a hit is resolved using ‘Resolving hits’ rules. Vehicles: The Toughness depends of the arc the attack originates from (for example the centre of a blast). Use the higher value if in doubt. ## Stray Shots If a ranged attack misses, there is a chance that other fighters (friend & foe) will be hit: - Any fighters Engaged with the target. - Within 1” of the measured line (between attacker and target). If the attack misses, roll a D6 for each fighter that is at risk of being hit, starting with the fighter closest to the attacker. - **1-3: Hit** - The fighter is hit by the attack instead of the target. - **4-6: Miss** - Move on to the next fighter at risk of being hit. If the attack would have caused more than one hit, follow this sequence for every hit. :::danger House Rule (Necrodamus, A&A) Stray shots only hit other fighters on a 6+. ::: ## Fighters in Hiding For Ranged attacks, an attacking fighter can't target an enemy if the enemy is both Prone and in cover (they are assumed to be out of sight). ## Twin Guns Blazing A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. - Make hit rolls for each weapon before resolving any successful hits. - Must be made against the same target. - -1 to hit. ## The Firepower Dice Roll a Firepower dice when making an attack with a ranged weapon (including Sidearm in close combat). This applies even if the hit roll isn’t made (for example if the target is out of range). If the Ammo symbol is rolled, roll a D6 to make an Ammo test for the weapon. If failed, the weapon itself becomes subject to the Out of Ammo condition after resolving the attack. If the weapon has more than one profile, all are considered to have failed an Ammo test. The weapon can't be used until a successful Reload (Simple) action has been performed, using any one of the weapon’s available profiles. ## Shooting When Pinned A Pinned fighter can make a Blind Fire (Double) action to make a shooting attack. :::tip Action **Blind Fire (Double)**<br /> Make a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any hit rolls ::: ## Blast Markers When attacking with any weapon with the Blast (X) trait (using the 3” or 5” Blast), the target may be a point on the battlefield instead of an eligible enemy fighter. Place the Blast so that the central hole is anywhere within line of sight. Blasts ignores Pitch Black. If the central hole is beyond the Long range, the attack still goes ahead, but the Blast is moved directly back towards the attacking fighter until the central hole is within range. Roll to hit as normal: - **Hit:** The Blast stays where it is. - **Otherwise:** - Scatter D6” in a random direction. - Stop if the central hole comes in contact with a wall, structure or impassable terrain. - If the centre leaves the battlefield, the Blast is removed. Each fighter (friend & foe) whose base is beneath the Blast is hit by the attack (unless there is a wall or solid terrain between them and the centre of the Blast). Note that after scattering, the Blast may end beyond the weapon’s range or out of line of sight. If the centre of the blast leaves the battlefield, the blast is removed. ### Misfires If the Scatter dice and D6 results in a ‘Hit’ and 1, something has gone wrong. Roll another D6: - **1:** Centre the Blast over the attacking model. - **2-6:** The shot is a Dud and the attack ends. ## Blasts, Templates and Cover Fighters hit by Blasts and Templates may gain a positive modifier to their save roll if they are in cover: - **Full cover:** +2 - **Partial cover:** +1 Whether the target hit is in cover or not depends on the type of attack: - **Blasts:** relative to the central hole of the Blast. - **Template:** relative to the attacking model. Note that these modifiers can't be applied to Field armour. ## Flame Templates Weapons with range T (Template) use the Flame template to determine which fighters are hit by the attack. Instead of targeting an enemy, place the template so that the narrow end is touching the front of the attacker’s base and the entire template is within their vision arc. Templates ignore all LOS (Pitch Black, Smoke). Each fighter (friend & foe) whose base is beneath the template is hit automatically by the attack (unless there is a wall or solid terrain in between). Resolve the hits in an order of the attacker’s choice. :::danger House Rule (Necrodamus, A&A) #### Blast/Template and Target Priority: - **Target Priority:** Must pass Priority test or touch closest fighter (except Smoke!). - **Engaged Fighters:** If an Engaged fighter is hit, any other fighters Engaged with the hit fighter are also hit on a 4+. #### Pitch Black & Smoke (outside the fighter’s view distance, normally 3”): - Blasts automatically scatter: - Short range: D6” (or firing into a smoked area). - Long range: 2D6”. - Templates only hit on 4+. :::
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# Shooting :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Steps when shooting: 1. Declare the shot 2. Check the Range 3. Make the Hit Roll 4. Target is Pinned 5. Resolve Hits ## 1. Declare the Ranged Attack Pick a ranged weapon, then pick an eligible target. ### Target Priority - Must target the closest visible enemy (even if Engaged). - Can target a more distant enemy if easier to hit. - Can ignore Seriously Injured enemies. - Pass a Cool test to target a more distant enemy :::danger House Rule (Necrodamus, A&A) Must target the closest visible enemy (regardless of facing). Avoids facing fighters in awkward directions to circumvent the cool Check for seeing the actual closest enemy. ::: ### Fighters in Hiding A fighter that is both Prone (Pinned or Seriously Injured) and in cover (partial or full) can't be targeted. ## 2. Check the Range Measure the range from the attacker to the target. If beyond the weapon’s Long range, the attack automatically misses. The Firepower dice must still be rolled. ## 3. Make the Hit Roll Make a BS test with modifiers: | Description | Modifier | | :---------------------------------------------------------------- | :--------------------- | | Partial Cover | -1 | | Full Cover | -2 | | Accuracy Modifier | +/-? | | Engaged | -1 | | Prone | -1, at Long range only | | Hull Down (Vehicle): If the entire side that is hit is invisible. | -2 | ### Improbable Shots If the hit modifiers applied to a ranged attack mean that it is impossible to score a hit, the attack is an improbable shot (for example 7+). First roll to hit on a 6+, then roll again using only the fighter’s Ballistic Skill and ignoring any modifiers. ## 4. Target is Pinned When a Standing Active fighter is hit by a ranged attack, they are automatically Pinned. Note that Engaged fighters can't become Pinned. ## 5. Resolve Hits Each attack that scores a hit is resolved using ‘Resolving hits’ rules. Vehicles: The Toughness depends of the arc the attack originates from (for example the centre of a blast). Use the higher value if in doubt. ## Stray Shots If a ranged attack misses, there is a chance that other fighters (friend & foe) will be hit: - Any fighters Engaged with the target. - Within 1” of the measured line (between attacker and target). If the attack misses, roll a D6 for each fighter that is at risk of being hit, starting with the fighter closest to the attacker. - **1-3: Hit** - The fighter is hit by the attack instead of the target. - **4-6: Miss** - Move on to the next fighter at risk of being hit. If the attack would have caused more than one hit, follow this sequence for every hit. :::danger House Rule (Necrodamus, A&A) Stray shots only hit other fighters on a 6+. ::: ## Fighters in Hiding For Ranged attacks, an attacking fighter can't target an enemy if the enemy is both Prone and in cover (they are assumed to be out of sight). ## Twin Guns Blazing A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. - Make hit rolls for each weapon before resolving any successful hits. - Must be made against the same target. - -1 to hit. ## The Firepower Dice Roll a Firepower dice when making an attack with a ranged weapon (including Sidearm in close combat). This applies even if the hit roll isn’t made (for example if the target is out of range). If the Ammo symbol is rolled, roll a D6 to make an Ammo test for the weapon. If failed, the weapon itself becomes subject to the Out of Ammo condition after resolving the attack. If the weapon has more than one profile, all are considered to have failed an Ammo test. The weapon can't be used until a successful Reload (Simple) action has been performed, using any one of the weapon’s available profiles. ## Shooting When Pinned A Pinned fighter can make a Blind Fire (Double) action to make a shooting attack. :::tip Action **Blind Fire (Double)**<br /> Make a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any hit rolls ::: ## Blast Markers When attacking with any weapon with the Blast (X) trait (using the 3” or 5” Blast), the target may be a point on the battlefield instead of an eligible enemy fighter. Place the Blast so that the central hole is anywhere within line of sight. Blasts ignores Pitch Black. If the central hole is beyond the Long range, the attack still goes ahead, but the Blast is moved directly back towards the attacking fighter until the central hole is within range. Roll to hit as normal: - **Hit:** The Blast stays where it is. - **Otherwise:** - Scatter D6” in a random direction. - Stop if the central hole comes in contact with a wall, structure or impassable terrain. - If the centre leaves the battlefield, the Blast is removed. Each fighter (friend & foe) whose base is beneath the Blast is hit by the attack (unless there is a wall or solid terrain between them and the centre of the Blast). Note that after scattering, the Blast may end beyond the weapon’s range or out of line of sight. If the centre of the blast leaves the battlefield, the blast is removed. ### Misfires If the Scatter dice and D6 results in a ‘Hit’ and 1, something has gone wrong. Roll another D6: - **1:** Centre the Blast over the attacking model. - **2-6:** The shot is a Dud and the attack ends. ## Blasts, Templates and Cover Fighters hit by Blasts and Templates may gain a positive modifier to their save roll if they are in cover: - **Full cover:** +2 - **Partial cover:** +1 Whether the target hit is in cover or not depends on the type of attack: - **Blasts:** relative to the central hole of the Blast. - **Template:** relative to the attacking model. Note that these modifiers can't be applied to Field armour. ## Flame Templates Weapons with range T (Template) use the Flame template to determine which fighters are hit by the attack. Instead of targeting an enemy, place the template so that the narrow end is touching the front of the attacker’s base and the entire template is within their vision arc. Templates ignore all LOS (Pitch Black, Smoke). Each fighter (friend & foe) whose base is beneath the template is hit automatically by the attack (unless there is a wall or solid terrain in between). Resolve the hits in an order of the attacker’s choice. :::danger House Rule (Necrodamus, A&A) #### Blast/Template and Target Priority: - **Target Priority:** Must pass Priority test or touch closest fighter (except Smoke!). - **Engaged Fighters:** If an Engaged fighter is hit, any other fighters Engaged with the hit fighter are also hit on a 4+. #### Pitch Black & Smoke (outside the fighter’s view distance, normally 3”): - Blasts automatically scatter: - Short range: D6” (or firing into a smoked area). - Long range: 2D6”. - Templates only hit on 4+. :::
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# 121. Star Chamber Attack _“Behold the Ravenous One! Blessed by the Lord of Skin and Sinew, his hunger is unending!”_ \- C'mor Preyborn, Propagandist, Cult of the Ravenous One In this scenario, a gathering is interrupted when a rival gang attacks. **Source: Apocrypha: Sump City Sinking** ## 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 / Sector Mechanicus). ## Crews - **Attacker:** Random (D3+2) + Reinforcements. - **Defender:** Custom (8). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 9" of the centre of the battlefield. 2. **Attacker:** Within 3" of any battlefield edge. ## Reinforcements - 2 fighters per gang. - Each End phase (starting on the 2nd round). - Randomize the battlefield edge. ## Home Turf Advantage - Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends after round 6. ## Victory The attacker wins if at least 2 attackers are within 6" of the centre at the end of the battle. Otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking an enemy Leader OoA. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Sump City Sinking If players wish, they may use this scenario to represent the battle between the Delaque and the Cult of the Ravenous One. In order to do this, make the following changes: - The defender's gang should be a Delaque gang and should include at least one Spyker. - The attacker's gang should be a Corpse Grinder Cult gang. - The Confluence of Shadows (see [Spyker profile](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-2-spyker)) and Blessed by the Lord of Skin and Sinew (see [CGC fighter profiles](/docs/gangs/gang-lists/corpse-grinder-cult/#fighters)) rules are both 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
['Sector Mechanicus', 'Zone Mortalis', 'Apocrypha Necromunda', 'Narrative Scenario']
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# 121. Star Chamber Attack _“Behold the Ravenous One! Blessed by the Lord of Skin and Sinew, his hunger is unending!”_ \- C'mor Preyborn, Propagandist, Cult of the Ravenous One In this scenario, a gathering is interrupted when a rival gang attacks. **Source: Apocrypha: Sump City Sinking** ## 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 / Sector Mechanicus). ## Crews - **Attacker:** Random (D3+2) + Reinforcements. - **Defender:** Custom (8). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 9" of the centre of the battlefield. 2. **Attacker:** Within 3" of any battlefield edge. ## Reinforcements - 2 fighters per gang. - Each End phase (starting on the 2nd round). - Randomize the battlefield edge. ## Home Turf Advantage - Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends after round 6. ## Victory The attacker wins if at least 2 attackers are within 6" of the centre at the end of the battle. Otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking an enemy Leader OoA. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Sump City Sinking If players wish, they may use this scenario to represent the battle between the Delaque and the Cult of the Ravenous One. In order to do this, make the following changes: - The defender's gang should be a Delaque gang and should include at least one Spyker. - The attacker's gang should be a Corpse Grinder Cult gang. - The Confluence of Shadows (see [Spyker profile](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-2-spyker)) and Blessed by the Lord of Skin and Sinew (see [CGC fighter profiles](/docs/gangs/gang-lists/corpse-grinder-cult/#fighters)) rules are both 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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# Being Captured :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Being Captured If only one gang has fighters on the battlefield at the end of a battle, roll 2D6 and add modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. ### Capture Levels **Default (Dominion, Uprising & Outlander):** 13+<br /> **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). A captured fighter is unavailable until freed. **Hired Guns:** Can be sold without any rescue attempt. ### Captured Enemies Any time the same two gangs fight, the captured fighter’s gang can declare a rescue mission, superseding any step to Determine Scenario. If failed, this can be repeated next battle. If a gang fails to rescue the Captive, or the gang doesn't want to rescue, the capturing gang can choose any of the following: - Trade back to the gang (or any other gang that wants the Captive). - Sell to the Guilders (not Uprising campaign). - Gain half the cost (rounded up to nearest 5 credits). - Law Abiding: Claim a bounty on Outlaw Captives. - Gain the full cost. - Outlaw: 'Dispose' of the Captive. Gangs can trade back Captives at any time, regardless of whether a rescue mission has already been attempted. The two gangs can try to negotiate a trade for the Captive. This could be a payment of credits, a trade for another Captive, a Resource, an item, equipment or anything else - this is entirely up to the two gangs, and the capturing gang is free to refuse an offer. If an agreement is reached and the trade is made, the captured fighter is immediately handed over to the other gang.
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2024-06-13 20:34:24.508078
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# Being Captured :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Being Captured If only one gang has fighters on the battlefield at the end of a battle, roll 2D6 and add modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. ### Capture Levels **Default (Dominion, Uprising & Outlander):** 13+<br /> **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). A captured fighter is unavailable until freed. **Hired Guns:** Can be sold without any rescue attempt. ### Captured Enemies Any time the same two gangs fight, the captured fighter’s gang can declare a rescue mission, superseding any step to Determine Scenario. If failed, this can be repeated next battle. If a gang fails to rescue the Captive, or the gang doesn't want to rescue, the capturing gang can choose any of the following: - Trade back to the gang (or any other gang that wants the Captive). - Sell to the Guilders (not Uprising campaign). - Gain half the cost (rounded up to nearest 5 credits). - Law Abiding: Claim a bounty on Outlaw Captives. - Gain the full cost. - Outlaw: 'Dispose' of the Captive. Gangs can trade back Captives at any time, regardless of whether a rescue mission has already been attempted. The two gangs can try to negotiate a trade for the Captive. This could be a payment of credits, a trade for another Captive, a Resource, an item, equipment or anything else - this is entirely up to the two gangs, and the capturing gang is free to refuse an offer. If an agreement is reached and the trade is made, the captured fighter is immediately handed over to the other gang.
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# 49. Slaughter _Hack, savage, murder, kill!_ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (D3+7) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Bloodlust _Daemonic fury saturated the battlefield, driving fighters insane with blood lust._ - All ranged attacks suffer a -2 hit modifier. - Pass a Willpower test before making ranged attacks, or the action is wasted (no ranged attack is made). At the start of all Activations, roll 2D6 and add Strength: - **10+:** Charge the closest enemy (if possible), or use both actions to get as close as possible to the closest enemy. - **14+:** Charge and attack the closest fighter (friend & foe!). If there are no other fighters within charge range, suffer an Injury roll instead. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 per enemy taken Out of Action with a melee weapon. - +1 if still on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 49. Slaughter _Hack, savage, murder, kill!_ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (D3+7) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Bloodlust _Daemonic fury saturated the battlefield, driving fighters insane with blood lust._ - All ranged attacks suffer a -2 hit modifier. - Pass a Willpower test before making ranged attacks, or the action is wasted (no ranged attack is made). At the start of all Activations, roll 2D6 and add Strength: - **10+:** Charge the closest enemy (if possible), or use both actions to get as close as possible to the closest enemy. - **14+:** Charge and attack the closest fighter (friend & foe!). If there are no other fighters within charge range, suffer an Injury roll instead. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 per enemy taken Out of Action with a melee weapon. - +1 if still on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out.
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### Demolitions Grenades with the Demolitions trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Grenades with the Demolitions trait can be usedwhen making close combat attacks against scenerytargets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes oneattack (regardless of how many Attack dice they wouldnormally roll), which hits automatically.
necrovox
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### Demolitions Grenades with the Demolitions trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically.
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# 4. The Marauders / Settlement Raid v2 _Starting a fight in an enemy’s territory takes guts. Winning it builds a gang’s reputation!_ _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 - **Marauders (2d):** Standard (6 tiles). - **Settlement Raid v2 (Ash Wastes):** Standard, one half should be the wastes, the other half should be a settlement. ## Crews - **Attacker:** Custom (6) (Ash Wastes: Vehicles can be included\_. - **Defender:** Random (D3+2) + Reinforcements (Ash Wastes: Vehicles can be included as Reinforcements). ## 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). ## Desperation **Defenders:** Automatically pass any Bottle tests (can still bottle out voluntarily). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment - Marauders (2d): Standard. - Settlement Raid v2 (Ash Wastes): 1. Defender: Entire crew in the settlement half. 1. Attacker: With 6" of the opposite edge (wastes). ## Objectives Each gang scores points: - 1 point per enemy fighter Out of Action. - 2 points per enemy vehicle Out of Action (wrecked). - D3 points for being the last gang on the battlefield. The attacker has a special objective granting additional points, roll a D3: 1. Bushwack: - +1 point per enemy Champion Out of Action. - +2 points if the enemy Leader is Out of Action. 2. Scrag: After deployment, nominate 1 fighter in the enemy's crew to be the target. - +1 point if the target is Out of Action. - +1 point for Coup de Grace against the target. 3. Mayhem: After an attacker has Seriously Injured an enemy, the attacker can leave the battlefield by ending an action within 1" of their edge. The attacker counts as Out of Action for the purposes of Bottle tests. - +1 point if the attacker leaves. If the attacker bottles out, points can no longer be scored from these objectives. ## Reinforcements - Defender: D3. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). ## Ending the Battle The battle ends (at the end of any round) if max one gang remains on the battlefield. ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 (win). - D3x5 (lose). - D3x10 (draw). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Ash Wastes']
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# 4. The Marauders / Settlement Raid v2 _Starting a fight in an enemy’s territory takes guts. Winning it builds a gang’s reputation!_ _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 - **Marauders (2d):** Standard (6 tiles). - **Settlement Raid v2 (Ash Wastes):** Standard, one half should be the wastes, the other half should be a settlement. ## Crews - **Attacker:** Custom (6) (Ash Wastes: Vehicles can be included\_. - **Defender:** Random (D3+2) + Reinforcements (Ash Wastes: Vehicles can be included as Reinforcements). ## 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). ## Desperation **Defenders:** Automatically pass any Bottle tests (can still bottle out voluntarily). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment - Marauders (2d): Standard. - Settlement Raid v2 (Ash Wastes): 1. Defender: Entire crew in the settlement half. 1. Attacker: With 6" of the opposite edge (wastes). ## Objectives Each gang scores points: - 1 point per enemy fighter Out of Action. - 2 points per enemy vehicle Out of Action (wrecked). - D3 points for being the last gang on the battlefield. The attacker has a special objective granting additional points, roll a D3: 1. Bushwack: - +1 point per enemy Champion Out of Action. - +2 points if the enemy Leader is Out of Action. 2. Scrag: After deployment, nominate 1 fighter in the enemy's crew to be the target. - +1 point if the target is Out of Action. - +1 point for Coup de Grace against the target. 3. Mayhem: After an attacker has Seriously Injured an enemy, the attacker can leave the battlefield by ending an action within 1" of their edge. The attacker counts as Out of Action for the purposes of Bottle tests. - +1 point if the attacker leaves. If the attacker bottles out, points can no longer be scored from these objectives. ## Reinforcements - Defender: D3. - Start of each End phase. - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). ## Ending the Battle The battle ends (at the end of any round) if max one gang remains on the battlefield. ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 (win). - D3x5 (lose). - D3x10 (draw). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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# Types Of Action _Source: Necromunda Core Rulebook (2023)_ The following section covers the types of actions models can perform when activated. The actions available to a model differ depending on whether it is a fighter or a vehicle. Players should take note that whilst the actions a model can perform are based upon their current Status and Secondary Status, performing an action can and will, in many cases, change either their Status, their Secondary Status, or both. There are four types of action a model may perform when activated: ## Simple Action A model can perform the same Simple action more than once during its activation. Each time a Simple action is repeated during an activation, it uses up one action. For example, a Standing and Active fighter may perform two Move (Simple) actions, using both of their actions but allowing them to move twice. If an active model’s first action is a Simple action, it may fully resolve it before declaring its second action. :::info ## Changing Facing Fighters can change their facing during their activation, representing them turning in place, or turning their head from side to side. When a Standing fighter is activated, they may turn to face any direction their controlling player wishes, before making either of their actions. Changing facing in this way does not count as moving, and therefore can be combined with any other action. Players should note, however, that a fighter that changes their facing when Standing and Engaged will normally suffer negative modifiers to any Hit rolls they make. This represents the fighter turning quickly to confront an attacker. Prone fighters, as has been mentioned previously, have no facing. When they stand up, the controlling player can choose in which direction they face. ::: ## Basic Actions A Basic action can only be performed once per model activation. If an activated model’s first action is a Basic action, it may fully resolve it before declaring its second action. ## Double Actions Performing a Double action counts as making two actions. For example, if a Mobile vehicle makes a Ram(Double) action, it will have used both of its actions and cannot perform another during this activation. If a model can only perform one action during its activation for any reason, it may not perform a Double action. ## Free Actions Performing a Free action does not count as using one of your actions. Each Free action can only be performed once per activation. A model may not perform a Free action with the same name as a Basic action that they have performed this activation and vice versa. ## Changing Action Type Some effects may change an action’s type; for example, the Unwieldy trait changes the Shoot (Basic) action to a Shoot (Double) action. Unless stated otherwise, any effect that applies to an action applies regardless of the action type (i.e., if a gang tactic is triggered by a Shoot (Basic) action it will also be triggered by a Shoot (Double) or a Shoot (Simple) action).
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# Types Of Action _Source: Necromunda Core Rulebook (2023)_ The following section covers the types of actions models can perform when activated. The actions available to a model differ depending on whether it is a fighter or a vehicle. Players should take note that whilst the actions a model can perform are based upon their current Status and Secondary Status, performing an action can and will, in many cases, change either their Status, their Secondary Status, or both. There are four types of action a model may perform when activated: ## Simple Action A model can perform the same Simple action more than once during its activation. Each time a Simple action is repeated during an activation, it uses up one action. For example, a Standing and Active fighter may perform two Move (Simple) actions, using both of their actions but allowing them to move twice. If an active model’s first action is a Simple action, it may fully resolve it before declaring its second action. :::info ## Changing Facing Fighters can change their facing during their activation, representing them turning in place, or turning their head from side to side. When a Standing fighter is activated, they may turn to face any direction their controlling player wishes, before making either of their actions. Changing facing in this way does not count as moving, and therefore can be combined with any other action. Players should note, however, that a fighter that changes their facing when Standing and Engaged will normally suffer negative modifiers to any Hit rolls they make. This represents the fighter turning quickly to confront an attacker. Prone fighters, as has been mentioned previously, have no facing. When they stand up, the controlling player can choose in which direction they face. ::: ## Basic Actions A Basic action can only be performed once per model activation. If an activated model’s first action is a Basic action, it may fully resolve it before declaring its second action. ## Double Actions Performing a Double action counts as making two actions. For example, if a Mobile vehicle makes a Ram(Double) action, it will have used both of its actions and cannot perform another during this activation. If a model can only perform one action during its activation for any reason, it may not perform a Double action. ## Free Actions Performing a Free action does not count as using one of your actions. Each Free action can only be performed once per activation. A model may not perform a Free action with the same name as a Basic action that they have performed this activation and vice versa. ## Changing Action Type Some effects may change an action’s type; for example, the Unwieldy trait changes the Shoot (Basic) action to a Shoot (Double) action. Unless stated otherwise, any effect that applies to an action applies regardless of the action type (i.e., if a gang tactic is triggered by a Shoot (Basic) action it will also be triggered by a Shoot (Double) or a Shoot (Simple) action).
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# Noble Houses ## List of Noble Houses - [House Greim](#house-greim-330) - [House Ulanti](#house-ulanti-460) - [House Ran Lo](#house-ran-lo-370) - [House Ko'iron](#house-koiron-500) - [House Catallus](house-catallus.md) - [House Ty](#house-ty-300) - [The Imperial House](#the-imperial-house) ## House Greim (330) **Strong alliance: Goliath** _House Greim is one of the seven Great Houses of Necromunda, standing shoulder to shoulder with the likes of House Ulanti, Ran Lo and even House Helmawr itself. Based in the spire of Hive Primus, the House owns huge portions of the planet’s weapons manufacturing capacity, and has built itself up as the ‘military’ House of the hive world. That the vast majority of its members have never seen a battle hasn’t stopped it from proclaiming itself the preeminent military family of all Necromunda. Resplendent in campaign medals and ornamental weaponry, the lords of House Greim march about the spire conducting business like they are waging war. And perhaps they are. In the struggles between the Great Houses, the scions of Greim have survived for centuries, using one stratagem or another to outwit their foes. It also helps that Greim claim ownership of the titles and structures of the Necromunda Militia regiments, from which the Astra Militarum draws troops to serve the Imperium. This means many militia commanders, as well as representatives for the Imperial Guard, owe House Greim for their commission and their position on Necromunda._ _Lord Ludwig Greim, Krieger-Lord of the Palatine Cluster, and Marshal of Helmawr’s Ash Militias, rules over his kin with military precision. Ordnance turned out by the Clan Houses is inspected and tested by the Great House’s agents, the finest selected to bear the mark of House Greim itself, and gifted to their prize battalions and companies. It is a form of blatant favouritism that Lord Helmawr willingly tolerates, much like the affected military titles and puffed-up personalities of House Greim. The Lord of Necromunda knows that by allowing Ludwig and the nobles of Greim to play at soldier, they will support him against the other Houses, their loyalty bought with a few shiny medals._ _House Goliath, renowned for the strength of their gangers and the quality of their steel, has been a close ally of House Greim for many generations. The Goliaths enjoy the favours that the Great House can bestow, along with lucrative Astra Militarum weaponry contracts, while the Greim entertain notions of one day raising a regiment comprised entirely of Goliaths. Only the sanction of Lord Helmawr, and the Imperium’s distrust of abhumans, has so far stymied House Greim, though the time might yet come when the Goliaths march to war._ ### Benefits #### The Finest Ordnance Any friendly Gang Fighter can re-roll any Ammo tests. #### An Eye For War Modify the roll for determine scenario with +1/-1. If this ability is used, the Military Attaché must be included in the crew. #### Military Attaché _While the upper echelons of House Greim would never countenance setting foot on an actual battlefield – even from the relative safety of an Astra Militarum Leviathan command transport – they have no qualms about sending their lower-ranked sons and daughters down-hive to experience a bit of ‘real’ warfare. Krieg Mesters are lesser nobles of the House who keep an eye on their parents’ investments. No less pompous for their lower standing, they dress and act like officers of the Imperial Guard, replete with their own uniforms and fancy weaponry. Competent in combat, if not born for it, they are never seen without their Jagerkin – bonded servants of House Greim, drawn from veterans of the Militia or the Imperial Guard, and tasked with keeping their Krieg Mester alive._ _Attached to underhive gangs, Krieg Mesters offer tactical advice and oversee the field testing of House Greim funded weaponry. Most gang leaders tolerate the presence of a Krieg Mester because of the wealth their Noble House offers, or because their own Clan House has coerced them into cooperation. Occasionally though, the noble officer really knows what they are talking about, and on their advice some gangs have managed to turn the tide against their enemies, or win battles that seemed all but lost._ <FighterCard cost="240"> ### 1 Krieg Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 7+ | 6+ | **Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Any). **Weapons:** Bolt Pistol, Power Sword. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). </FighterCard> <FighterCard cost="90"> ### 1 Jagerkin (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), Bodyguard, Indentured Fighter. **Weapons:** Combat shotgun (salvo & shredder). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle against an enemy with a higher Gang Rating. **→** Include the allies in the crew. #### Militia Draft **Test-trigger:** After each battle, if the gang contains Juves. **→** Roll 2+ per Juve or give the Juve to the militia (including weapons and wargear). #### Martial Pride **Test-trigger:** The alliance is taking part in a battle. **→** Seconded to the Militia (before selecting crews). **Test-trigger:** Losing a battle. **→** Seconded to the Militia. #### Seconded To The Militia Randomize a Gang Fighter and apply the following: - Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66). - In Recovery: Must miss this battle. - Killed: Gain credits equal to the cost (compensated by the allies). - Gain D6 XP (if survived). :::note A few exceptions for this alliance: - No Group Activations. - The Krieg Mester is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion. - This is the only alliance where Overseer is not limited. ::: ## House Ulanti (460) **Strong alliance: Escher** _House Ulanti is among the oldest of all the Great Houses, their history intertwined with that of House Escher itself. Though many centuries separate the nobles of Ulanti from the rulers of Escher, the two remain closely linked in countless ways. Much of the Ulanti interests on Necromunda are tied to the production of chems and their sale to the wider Imperium. Each cycle, the Great House draws huge revenues from the world’s drug trade, making the percentage taken by the Merchant Guild, the Narco Lords, and even House Escher, who produce the chems, seem insignificant by comparison. Ulanti, like all Noble Houses, has its hands in many other industries, allowing Clan Houses and Merchant Guild families to use its factories and territories in exchange for a hefty slice of their output. Several hives are owned outright by the Great House, such as the Skygelt Tower on the edge of the World Sump, or Hive Valkyria in the highest reaches of the Spoil. The Great House even owns the Necromunda moon of Juggerata, where its nobles go on safari, hunting xenos beasts brought in especially for this purpose._ _All this wealth and privilege has, over centuries, saturated House Ulanti with a level of decadence considered extreme even by the standards of the Necromundan nobility. Lords and ladies of the House live in ridiculous luxury. Their levels within the spire are often transformed into fairy-tale lands, paradise realms or fantastic menageries filled with every kind of exotic creature imaginable. The Ulanti also dine upon the rarest food and drink of the galaxy, from hydro-clonic cocktails created with the refined alco-aqua of five different death worlds, to albino-gyrinx flesh that can only be harvested one day a year and must be eaten in natural sunlight lest it turn into a deadly poison. With all this decadence, it might be assumed that the Ulanti themselves are useless wastrels with little to personally offer the world of Necromunda, and for the most part such an assumption would be right. However, there remain within the Noble House individuals of great power and vision who see to its survival. These men and women are often skilled warriors or gifted leaders, but their true power comes from House Ulanti’s greatest weapon – its near-limitless wealth._ ### Benefits #### Excessive Wealth +2D6x10 credits during the post-battle sequence. #### Court Advisor _Sometimes, agents of House Ulanti are dispatched into the lower regions of the hive to oversee important dealings or to observe the endeavours of its subjects and allies. This kind of interference from on-high can be a boon to a Clan House or Guilder family, as the Ulanti bring with them vast amounts of wealth and influence, as well as skilled warriors and their own talents for conflict resolution. Equally, having such an important individual shadowing a gang can present its own risks – for instance, how best to explain to a family that their loved one caught a stub round in the head in a bar fight in an especially insalubrious part of the underhive. Fortunately, those House Ulanti Courtiers that do see fit to visit Hive City, or the underhive, are usually trained duellists, having perfected their skills on servants in mock-battles in the spire. These entitled tourists also bring their own bodyguards with them. The Ulanti favour the use of Mirror Masks, augmented warriors who wear hologramatic masks to look like their masters. These noble doubles are designed to confuse assassins, as well as make the noble look good – one can be sure that any impressive combat feats perpetrated by the Mirror Mask will be claimed by the Courtier. Both Courtier and Mirror Mask also have access to the finest in personal weaponry their House can afford and, given the deep coffers of theUlanti, these are very fine indeed._ _In recent times, numerous House Ulanti Courtiers have travelled down-hive looking for the noble outcast Princess D’onne Ulanti, who remains enemy number one for the Great House. So far, though, House Ulanti has found no sign of their wayward daughter – unless you count the Courtier bits routinely sent back to the spire._ <FighterCard cost="235"> ### 1 Courtier (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 7+ | 7+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** Needle pistol, Power Sword. **Wargear:** Displacer Field. #### Duellist Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter). </FighterCard> <FighterCard cost="225"> ### 1 Mirror Mask (Champion) 5 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 6+ | 8+ | 7+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Needle pistol, Power Sword. **Wargear:** Displacer Field. #### Many Faces When activating, can swap positions with the Courtier (regardless of where the two fighters are on the battlefield, including if Engaged or Prone). This fighter continues taking actions as normal. </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle against an enemy allied with another Noble House or Recidivists (Criminal Organisation) alliance. **→** Include the allies in the crew. #### Inevitable Betrayal **Test-trigger:** Losing a battle. If the alliance is Broken, the opponent (the gang that won the battle) can form an alliance with House Ulanti for the next battle (even if already having an alliance). Afterwards, the alliance with the opponent is automatically Broken (does not trigger Inevitable Betrayal again). #### Bored Now! **Test-trigger:** After the battle, if rolling a double on the Excessive Wealth (2D6x10 credits). ::: note A few exceptions for this alliance: - No Group Activations. - The Courtier is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion. - The “Leader” does not have Overseer. - Mirror Mask does not have a fighter type (does not have Bodyguard, Indentured Fighter etc.). ::: ## House Ran Lo (370) **Strong alliance: Orlock** _If the Mercator Gelt count Necromunda’s coins, then House Ran Lo guard its coffers. The Great House long ago established itself as the hive world’s bankers and creditors, their legions of scriveners responsible for the countless debts and loans that keep the planet’s wealth firmly in the hands of Lord Helmawr. It is a sacred position on a world as wealthy as Necromunda, and the Imperial House relies heavily upon Ran Lo for both its assistance, and its discretion. Understandably, this position means most of the other Great Houses despise House Ran Lo, even more so than the general hatred they have reserved for each other. While the other Noble Houses must rely upon political manoeuvring, or the efforts of clandestine agents, to get their way, House Ran Lo only needs to tighten its purse strings to exert almost unbearable pressure._ _The lords and ladies of House Ran Lo are universally austere and serious, dressing in severe clothing of dark or drab colours, putting them in stark contrast with their peers. In conversation they are blunt and to the point, having little love for pomp and ceremony, making social functions in the House Ran Lo areas of the spire dull and painful affairs for other nobles. These traits might seem like a strange pairing with the rough and rebellious reputation of House Orlock. However, for the wealth of Necromunda to flow, goods must make it to Hive Primus – and when it comes to transportation no one is as efficient as the House of Iron. The alliance between Orlock and Ran Lo has endured for centuries – the House of Iron moving the goods, and the Noble House paying the bills._ ### Benefits #### Always More Coin Gain 2D6x10 credits after each battle the allies take part in (regardless of the outcome). #### Checks and Balances Gain 2D6x10 credits after each battle if any opponent earned more credits from the scenario than the allied gang. #### Aid Success level: 11 or less Fighters: Auditing Conclave <FighterCard cost="180"> ### 1 Auditor (Leader) _To ensure their investments are yielding the expected returns, House Ran Lo may decide to dispatch an Auditing Conclave. These severe and pitiless individuals are universally feared throughout the hives. Many clan lords, who wouldn’t flinch from facing a swarm of Ripper Jacks or a slavering Phyrr Cat, pale at the thought of meeting a Ran Lo Auditor. This terror is well founded, as the Auditor can inflict terrible and lasting wounds upon a settlement, organisation or gang, levying crippling taxes upon them or ensuring their access to the Merchant Guild and its goods and services suddenly disappears._ _Auditing Conclaves like to get a first-hand look at a situation, and do not shy away from combat like many other nobles. Of course, a dead man cannot pay their debts, so Auditors favour suppression and non-lethal weapons, and are very adept at their use. Should the Auditor be seriously threatened, their bodyguard, the Gelt-scrivener will stepin. These are talented combat-hardened individuals who have chosen to pay their debts to House Ran Lo through service, and know that should their master die, they will never be free of their obligations to the Great House – andso fight all the harder to protect them as a result._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 7+ | 7+ | 5+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Web Pistol, Knife. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Duellist Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter). </FighterCard> <FighterCard cost="190"> ### 1 Gelt-scrivener (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 7+ | **Skills:** [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot), Bodyguard, Indentured Fighter. **Weapons:** Master-crafted long rifle, bolt pistol & power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks #### Cut Our Losses The allies are removed from the battlefield if at least one of the allied fighters is Seriously Injured or Out of Action. #### Every Cred Counted **Test-trigger:** Less than 50 credits in the Stash after a post-battle sequence. #### The Price of Business If a 6 is rolled on a dice when collecting random amount of income from Resources, that dice is discarded and does not generate any credits. :::note A few exceptions for this alliance: - Ganger has Indentured Fighter but this is irrelevant due to “Cut Our Losses”. - This is the only non-Guilder ally that requires an Aid test to participate in a battle. ::: ## House Ko'iron (500) **Strong alliance: Cawdor** _The matriarchal line of House Ko’iron can trace its lineage back thousands of years on Necromunda. Though its survival for such a long time is often put down to the double-dealings of its nobles, and their knack for picking the winning side more often than not, the truth is Ko’iron endures because of its faith. The devout matriarchs of the Noble House have always enjoyed close ties with the Ministorum on Necromunda, and dominate the upper levels of Hive Temenos – much of their wealth tied up in the grand cathedral at its peak and the countless pilgrim trails and shrines that crisscross the planet below. There are even rumours that the House was founded around the same time as the Adepta Sororitas, during the Age of Apostasy, and somehow the two are linked. Certainly the noble women of Ko’iron enjoy the confidence of the Sororitas mission on Necromunda, and many of their daughters end up joining the ranks of the Battle Sisters._ _With such close associations to the Imperial Creed, it is little wonder that Clan Cawdor has found a sponsor in House Ko’iron._ _Though the roots of the Redemption do not dig deep into the families of the Noble House, its members recognise the importance of the faithful in the lower reaches of the hive and support the spread of the Redemption to the godless places of the toxic world. House Cawdor is also an excellent source of soldiers for the armies of Ko’iron, or as tithe warriors for the Frateris Militia, sent to the Ministorum in their tens of thousands to gain favour with the local Ecclesiarchs._ _In return for their devotion and their manpower, the pious matriarchs provide the Clan House with genuine holy objects drawn from the stores of the Ministorum, such as blessed battlefield relics like the bloodstained armour of martyrs, or incense made from the grounddown bones of missionaries. Sometimes these rare and wondrous items might even find their way into the hands of a Cawdor gang, where they are treasured beyond words and drive the faithful into even greater heights of divine rapture._ ### Benefits #### The Emperor Protects (Same as: Pious + Fanatical) All fighters in this alliance can re-roll Nerve & Rally tests if the result is 2 (before modifiers). #### Religious Relics A leader can have 1 item (armour or weapon) Blessed (while allied): - Re-roll a failed hit or save (once per battle). #### Ministorum Delegation _When House Ko’iron wishes to interact with the faithful of the lower hive, they will send forth one of their MinistorumDelegations. Led by a Prima Materis and defended by a pair of veteran Frateris Bodyguard, the delegation wraps itself in the trappings of the Imperial Creed. On the surface, the Prima Materis is a priestess of the GodEmperor, and her blessings are welcomed by the lowly inhabitants of the hive. Clan Cawdor especially flock to the outstretched hand of the Materis, her touch akin to the grace of the God-Emperor for such unworthy souls. Behind the ritual and prayer, however, the Prima Materis is very much an agent of House Ko’iron, and enforces its will within the lower reaches of the hive city. Gangs and gang leaders, especially those of House Cawdor, are manipulated into doing the bidding of the House, while acts of industrial sabotage, expansion or murder are veiled behind the will of the most holy Emperor._ _While the Prima Materis is herself a competent warrior, armed with a shock stave and boltgun, both emblazoned with the symbols of her House, it is the Frateris Bodyguard who keep trouble at bay. Veterans of wars of faith, often returned from off-world, these scarred soldiers wear well-worn armour under their robes, and are experts in the use of the chainblades and lasguns they carry._ <FighterCard cost="300"> ### Prima Materis (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 7+ | **Skills:** Devotional Frenzy, [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only). **Weapons:** Bolt pistol (master-crafted), shock stave. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field). #### Inspirational Leader If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests. </FighterCard> <FighterCard cost="200"> ### 2 Frateris (Gangers - Bodyguard) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 6+ | 7+ | **Skills:** [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot), Bodyguard, Indentured Fighter. **Weapons:** Choose one (individually): Laspistol, eviscerator or Lasgun, chainsword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle as the underdog (enemy has higher Gang Rating). **→** Include the allies in the crew. #### Penance for the Unworthy **Test-trigger:** Losing a battle. **→** The Leader must start the next battle with a Flesh Wound. #### Tithed to the Frateris Militia **Test-trigger:** Before each battle (before selecting crews). **→** Randomize a Gang Fighter (tithed to the militia) and apply the following: - Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66). - In Recovery: Must miss this battle. - Killed: Gain credits equal to the cost (compensated by the allies). - Gain D6 XP (if survived). :::note A exception for this alliance: - Gangers don't have Indentured Fighter. ::: ## House Ty (300) **Strong alliance: Delaque** _The great and mysterious House Ty claims its ancestry from the Nihon Empire and Dragon Isle of Ancient Terra. Whether there is in fact any true connection between the progenitors of House Ty and those long-lost peoples is highly debatable, though it does not stop the nobles of the House from dressing in flowing embroidered silks covered in the spidery script of lost Nihonese languages and emulating everything they know of Ancient Terran customs. This identity may spring from House Ty being one of the youngest of the Noble Houses and considered ‘new’ nobility by some of the older ones such as Ulanti. As a result of this, Ty is eager to make its mark upon the world. This eagerness is also doubtless why House Ty is so closely allied to the Delaque, the mere fact the two are known to have secret dealings is enough for many of the Noble Houses to be wary of openly opposing the Ty._ _This union also ties into the chief area of influence of the Noble House – the conveying of messages and the trading of secrets. Under the auspice of the Imperial House, House Ty maintains more psykers than any other Noble House and provides large numbers of recruits for the Adeptus Astra Telepathica._ _On Necromunda, many within Lord Helmawr’s own stable of psykers and astropaths wear the jade robes of House Ty along with the white or black mantles of their station, and there are rumours that everything that passes from their lips to the Master of Necromunda’s ears is also heard by House Ty and, ultimately, House Delaque. What House Ty gets in return for the secrets it passes on is another mystery, though one that keeps the lords and ladies of the Noble Houses awake in the night cycles._ ### Benefits #### Psychic Training While allied, a fighter with Psychoteric Mastery (or any Psyker if no fighters have Psychoteric Mastery) gains +1 Wyrd Power from those available to that fighter. This is lost if the Alliance is Broken. #### House Ty Onmyodo Coven _At any one time on Necromunda, there are thousands of telepathic psykers in the employ of the Imperial House. The most powerful of these are part of the Astropathic Choirs of the Adeptus Astra Telepathica which conveys long range messages from Necromunda to Terra and other far-flung worlds, though there are many more who use their gifts to communicate between the Noble Houses, or other esteemed institutions on Necromunda, where simple vox communication is either impossible or too risky. The Onmyodo Covens of House Ty serve this function and are a unique pairing of psyker and null carefully cultivated by the Noble House for the purpose of telepathy and divination. Always in twos, one member of the Onmyodo is a powerful telepath capable of peering into the minds of Lord Helmawr’s servants but with their own power kept in check by a psychic null. Both null and psyker wear control collars to further regulate their powers, the Noble House able to activate or deactivate a collar depending on the role the coven will be playing._ _House Ty Onmyodo Covens are sometimes sent by the Noble Houses to the underhive where they shadow gangs and gather information, or act as a direct line to their masters in the spire. Of course, as welcome as the power of such skilled telepaths and psychic nulls are to a gang, they can never be entirely sure who the Astropath answers to, and just which noble lord might be looking out through their glassy eyes from the safety and comfort of their tower atop the hive._ <FighterCard cost="125"> ### 1 Onmyodo Telepath (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 5+ | 7+ | **Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction Only). **Weapons:** Shock stave. **Wargear:** [Refractor field](/docs/armoury/field-armour#refractor-field). - Group Activation (1) #### Inspirational Leader If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests. #### Control Collar (Unsanctioned Psyker) When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round: - Become a Sanctioned Psyker (for this round). Otherwise, this fighter does not count as a Sanctioned Psyker. #### Wyrd Powers (Sanctioned) When becoming allied, choose 2 of the following (Telepathy): 1. Mind Control (Basic), CE 2. Terrify (Double) 3. Invisibility (Double), CE 4. Mental Assault (Basic) 5. Hallucinations (Basic) 6. Unbreakable Will (Basic), CE </FighterCard> <FighterCard cost="175"> ### 1 Onmyodo Null (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Boltgun, Power Sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Control Collar (Psychic Null) When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round: - Become a Psychic Null (for this round). Otherwise, this fighter does not count as a Psychic Null. #### Psychic Null - Can Disrupt Wyrd Powers (as if being a Psyker). All fighters within 6" suffer the following (friend & foe): - Psychic powers can't be manifested. - -2 modifier to Cool tests. </FighterCard> ### Drawbacks #### Disturbing Visions **Test-trigger:** At the start of each battle (after deployment), a random friendly fighter (on the battlefield) suffers a Flesh Wound. **Test-trigger:** Fighting a battle against an enemy with a higher Gang Rating. **→** Include the allies in the crew. #### The Cost of Lies **Test-trigger:** A double is rolled when determining the scenario (before any battle). **→** The opponent can select the scenario. :::note An exception for this alliance: - Onmyodo Null does not have Bodyguard. ::: ## The Imperial House **Strong alliance: Palanite Enforcers** _House Helmawr stands above all other Houses of Necromunda. It is rightly known as the Imperial House, a house sanctioned by the Imperium itself to rule. For seven millennia, a Helmawr has governed the blighted hive world, keeping both nobles and clans in line as well as the countless billions of helots, workers and subjects. It is both the glory and the burden of the Imperial House to see the Emperor’s tithe is paid − and reap the immense wealth and reputation their position provides. As rulers of Necromunda, House Helmawr are both the law and the law makers, there being nothing and no one beyond their extensive reach. The Enforcers, the militant arm of Lord Helmawr’s control, exact his will wherever their booted feet are heard stomping down tunnels and through domes, while his legions of scribes and scriveners see to it that the other nobles and clans are kept in line. A complex web of alliances and obligations is the foundation upon which this control is built and all who would wield power on Necromunda do so only upon the sufferance of Lord Helmawr._ _When gangs ally themselves with the Imperial House, it is because they have been granted the official sanctioning of House Helmawr. Often, this means appointment as de facto rulers of a region, or perhaps a clandestine force within the underhive operating beyond the reach of the Enforcers. In either case, as most gangers will tell you, a pact with the Imperial House is a double-edged sword. For every boon the Imperial House grants, it often demands two- or three-fold in return. Woe to the gang that crosses Lord Helmawr or fails to pay his tithes − for just as the great Imperium of Mankind looks unkindly upon any world that fails to meet its due, so too does Lord Helmawr deal harshly with any of their subjects that fail to please them._ ### Benefits #### Law Abiding Allies Any gang may form an Alliance with the Imperial House, provided it is a Law Abiding gang. The House of Helmawr has no interest in collaborating with the criminal classes. #### Imperial Appointment When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe post-battle action: - **Collect Tithe:** Receive the boon from the Territory an additional time. #### Enforcer Bodyguards In the pre-battle sequence the gang may add Enforcer Bodyguards to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, but if chosen, they must be included in the gang’s crew, even if crew selection is normally random. If the gang is playing against an Outlaw gang then the Enforcer Bodyguards must be included unless the gang rolls to Test the Alliance. ### Drawbacks #### Imperial Tax During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up a portion of this to the Imperial House: - The gang must give D3x10 credits to the Imperial House. If the amount rolled is greater than the amount gained, the gang must make up the deficit from their Stash or Test the Alliance. - Alternatively, the gang can choose to keep all of its rewards, but if they do they must Test the Alliance. ### Enforcer Bodyguards _Palanite Companions are the elite Enforcers of the spire. Hand-picked from the most loyal subjects of Lord Helmawr’s Palanite battalions, they are utterly devoted to their noble masters. Each one undergoes extensive psycho-conditioning until their single-minded purpose is to protect those of Helmawr blood − or those deemed important by the House nobility. Companions are so named because they seldom leave the side of their masters − Lord Helmawr’s personal retinue is never more than a handful of strides from his side, and never completely out of his line of sight._ #### Helmawr’s Protectors During the pre-battle sequence, after the Choose Crews step, the Palanite Companions are assigned to protect a fighter of the allied gang’s choice. #### A Band Apart Members of the Imperial House take care of their own. Palanite Companions will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Palanite Companion goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold. #### "Here to Help" Unlike other fighters, Enforcer Bodyguards are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. <FighterCard cost="90"> ### 2 Palanite Companions | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Disintegration gun, Stub gun. **Wargear:** Layered Flak Armour, Armoured Undersuit, Magnacles. **Special Rules:** Peerless Bodyguards. #### Peerless Bodyguards If the fighter the Palanite Companions are assigned to is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Palanite Companion within 2". </FighterCard>
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# Noble Houses ## List of Noble Houses - [House Greim](#house-greim-330) - [House Ulanti](#house-ulanti-460) - [House Ran Lo](#house-ran-lo-370) - [House Ko'iron](#house-koiron-500) - [House Catallus](house-catallus.md) - [House Ty](#house-ty-300) - [The Imperial House](#the-imperial-house) ## House Greim (330) **Strong alliance: Goliath** _House Greim is one of the seven Great Houses of Necromunda, standing shoulder to shoulder with the likes of House Ulanti, Ran Lo and even House Helmawr itself. Based in the spire of Hive Primus, the House owns huge portions of the planet’s weapons manufacturing capacity, and has built itself up as the ‘military’ House of the hive world. That the vast majority of its members have never seen a battle hasn’t stopped it from proclaiming itself the preeminent military family of all Necromunda. Resplendent in campaign medals and ornamental weaponry, the lords of House Greim march about the spire conducting business like they are waging war. And perhaps they are. In the struggles between the Great Houses, the scions of Greim have survived for centuries, using one stratagem or another to outwit their foes. It also helps that Greim claim ownership of the titles and structures of the Necromunda Militia regiments, from which the Astra Militarum draws troops to serve the Imperium. This means many militia commanders, as well as representatives for the Imperial Guard, owe House Greim for their commission and their position on Necromunda._ _Lord Ludwig Greim, Krieger-Lord of the Palatine Cluster, and Marshal of Helmawr’s Ash Militias, rules over his kin with military precision. Ordnance turned out by the Clan Houses is inspected and tested by the Great House’s agents, the finest selected to bear the mark of House Greim itself, and gifted to their prize battalions and companies. It is a form of blatant favouritism that Lord Helmawr willingly tolerates, much like the affected military titles and puffed-up personalities of House Greim. The Lord of Necromunda knows that by allowing Ludwig and the nobles of Greim to play at soldier, they will support him against the other Houses, their loyalty bought with a few shiny medals._ _House Goliath, renowned for the strength of their gangers and the quality of their steel, has been a close ally of House Greim for many generations. The Goliaths enjoy the favours that the Great House can bestow, along with lucrative Astra Militarum weaponry contracts, while the Greim entertain notions of one day raising a regiment comprised entirely of Goliaths. Only the sanction of Lord Helmawr, and the Imperium’s distrust of abhumans, has so far stymied House Greim, though the time might yet come when the Goliaths march to war._ ### Benefits #### The Finest Ordnance Any friendly Gang Fighter can re-roll any Ammo tests. #### An Eye For War Modify the roll for determine scenario with +1/-1. If this ability is used, the Military Attaché must be included in the crew. #### Military Attaché _While the upper echelons of House Greim would never countenance setting foot on an actual battlefield – even from the relative safety of an Astra Militarum Leviathan command transport – they have no qualms about sending their lower-ranked sons and daughters down-hive to experience a bit of ‘real’ warfare. Krieg Mesters are lesser nobles of the House who keep an eye on their parents’ investments. No less pompous for their lower standing, they dress and act like officers of the Imperial Guard, replete with their own uniforms and fancy weaponry. Competent in combat, if not born for it, they are never seen without their Jagerkin – bonded servants of House Greim, drawn from veterans of the Militia or the Imperial Guard, and tasked with keeping their Krieg Mester alive._ _Attached to underhive gangs, Krieg Mesters offer tactical advice and oversee the field testing of House Greim funded weaponry. Most gang leaders tolerate the presence of a Krieg Mester because of the wealth their Noble House offers, or because their own Clan House has coerced them into cooperation. Occasionally though, the noble officer really knows what they are talking about, and on their advice some gangs have managed to turn the tide against their enemies, or win battles that seemed all but lost._ <FighterCard cost="240"> ### 1 Krieg Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 7+ | 6+ | **Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Any). **Weapons:** Bolt Pistol, Power Sword. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). </FighterCard> <FighterCard cost="90"> ### 1 Jagerkin (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), Bodyguard, Indentured Fighter. **Weapons:** Combat shotgun (salvo & shredder). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle against an enemy with a higher Gang Rating. **→** Include the allies in the crew. #### Militia Draft **Test-trigger:** After each battle, if the gang contains Juves. **→** Roll 2+ per Juve or give the Juve to the militia (including weapons and wargear). #### Martial Pride **Test-trigger:** The alliance is taking part in a battle. **→** Seconded to the Militia (before selecting crews). **Test-trigger:** Losing a battle. **→** Seconded to the Militia. #### Seconded To The Militia Randomize a Gang Fighter and apply the following: - Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66). - In Recovery: Must miss this battle. - Killed: Gain credits equal to the cost (compensated by the allies). - Gain D6 XP (if survived). :::note A few exceptions for this alliance: - No Group Activations. - The Krieg Mester is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion. - This is the only alliance where Overseer is not limited. ::: ## House Ulanti (460) **Strong alliance: Escher** _House Ulanti is among the oldest of all the Great Houses, their history intertwined with that of House Escher itself. Though many centuries separate the nobles of Ulanti from the rulers of Escher, the two remain closely linked in countless ways. Much of the Ulanti interests on Necromunda are tied to the production of chems and their sale to the wider Imperium. Each cycle, the Great House draws huge revenues from the world’s drug trade, making the percentage taken by the Merchant Guild, the Narco Lords, and even House Escher, who produce the chems, seem insignificant by comparison. Ulanti, like all Noble Houses, has its hands in many other industries, allowing Clan Houses and Merchant Guild families to use its factories and territories in exchange for a hefty slice of their output. Several hives are owned outright by the Great House, such as the Skygelt Tower on the edge of the World Sump, or Hive Valkyria in the highest reaches of the Spoil. The Great House even owns the Necromunda moon of Juggerata, where its nobles go on safari, hunting xenos beasts brought in especially for this purpose._ _All this wealth and privilege has, over centuries, saturated House Ulanti with a level of decadence considered extreme even by the standards of the Necromundan nobility. Lords and ladies of the House live in ridiculous luxury. Their levels within the spire are often transformed into fairy-tale lands, paradise realms or fantastic menageries filled with every kind of exotic creature imaginable. The Ulanti also dine upon the rarest food and drink of the galaxy, from hydro-clonic cocktails created with the refined alco-aqua of five different death worlds, to albino-gyrinx flesh that can only be harvested one day a year and must be eaten in natural sunlight lest it turn into a deadly poison. With all this decadence, it might be assumed that the Ulanti themselves are useless wastrels with little to personally offer the world of Necromunda, and for the most part such an assumption would be right. However, there remain within the Noble House individuals of great power and vision who see to its survival. These men and women are often skilled warriors or gifted leaders, but their true power comes from House Ulanti’s greatest weapon – its near-limitless wealth._ ### Benefits #### Excessive Wealth +2D6x10 credits during the post-battle sequence. #### Court Advisor _Sometimes, agents of House Ulanti are dispatched into the lower regions of the hive to oversee important dealings or to observe the endeavours of its subjects and allies. This kind of interference from on-high can be a boon to a Clan House or Guilder family, as the Ulanti bring with them vast amounts of wealth and influence, as well as skilled warriors and their own talents for conflict resolution. Equally, having such an important individual shadowing a gang can present its own risks – for instance, how best to explain to a family that their loved one caught a stub round in the head in a bar fight in an especially insalubrious part of the underhive. Fortunately, those House Ulanti Courtiers that do see fit to visit Hive City, or the underhive, are usually trained duellists, having perfected their skills on servants in mock-battles in the spire. These entitled tourists also bring their own bodyguards with them. The Ulanti favour the use of Mirror Masks, augmented warriors who wear hologramatic masks to look like their masters. These noble doubles are designed to confuse assassins, as well as make the noble look good – one can be sure that any impressive combat feats perpetrated by the Mirror Mask will be claimed by the Courtier. Both Courtier and Mirror Mask also have access to the finest in personal weaponry their House can afford and, given the deep coffers of theUlanti, these are very fine indeed._ _In recent times, numerous House Ulanti Courtiers have travelled down-hive looking for the noble outcast Princess D’onne Ulanti, who remains enemy number one for the Great House. So far, though, House Ulanti has found no sign of their wayward daughter – unless you count the Courtier bits routinely sent back to the spire._ <FighterCard cost="235"> ### 1 Courtier (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 7+ | 7+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** Needle pistol, Power Sword. **Wargear:** Displacer Field. #### Duellist Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter). </FighterCard> <FighterCard cost="225"> ### 1 Mirror Mask (Champion) 5 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 6+ | 8+ | 7+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Needle pistol, Power Sword. **Wargear:** Displacer Field. #### Many Faces When activating, can swap positions with the Courtier (regardless of where the two fighters are on the battlefield, including if Engaged or Prone). This fighter continues taking actions as normal. </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle against an enemy allied with another Noble House or Recidivists (Criminal Organisation) alliance. **→** Include the allies in the crew. #### Inevitable Betrayal **Test-trigger:** Losing a battle. If the alliance is Broken, the opponent (the gang that won the battle) can form an alliance with House Ulanti for the next battle (even if already having an alliance). Afterwards, the alliance with the opponent is automatically Broken (does not trigger Inevitable Betrayal again). #### Bored Now! **Test-trigger:** After the battle, if rolling a double on the Excessive Wealth (2D6x10 credits). ::: note A few exceptions for this alliance: - No Group Activations. - The Courtier is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion. - The “Leader” does not have Overseer. - Mirror Mask does not have a fighter type (does not have Bodyguard, Indentured Fighter etc.). ::: ## House Ran Lo (370) **Strong alliance: Orlock** _If the Mercator Gelt count Necromunda’s coins, then House Ran Lo guard its coffers. The Great House long ago established itself as the hive world’s bankers and creditors, their legions of scriveners responsible for the countless debts and loans that keep the planet’s wealth firmly in the hands of Lord Helmawr. It is a sacred position on a world as wealthy as Necromunda, and the Imperial House relies heavily upon Ran Lo for both its assistance, and its discretion. Understandably, this position means most of the other Great Houses despise House Ran Lo, even more so than the general hatred they have reserved for each other. While the other Noble Houses must rely upon political manoeuvring, or the efforts of clandestine agents, to get their way, House Ran Lo only needs to tighten its purse strings to exert almost unbearable pressure._ _The lords and ladies of House Ran Lo are universally austere and serious, dressing in severe clothing of dark or drab colours, putting them in stark contrast with their peers. In conversation they are blunt and to the point, having little love for pomp and ceremony, making social functions in the House Ran Lo areas of the spire dull and painful affairs for other nobles. These traits might seem like a strange pairing with the rough and rebellious reputation of House Orlock. However, for the wealth of Necromunda to flow, goods must make it to Hive Primus – and when it comes to transportation no one is as efficient as the House of Iron. The alliance between Orlock and Ran Lo has endured for centuries – the House of Iron moving the goods, and the Noble House paying the bills._ ### Benefits #### Always More Coin Gain 2D6x10 credits after each battle the allies take part in (regardless of the outcome). #### Checks and Balances Gain 2D6x10 credits after each battle if any opponent earned more credits from the scenario than the allied gang. #### Aid Success level: 11 or less Fighters: Auditing Conclave <FighterCard cost="180"> ### 1 Auditor (Leader) _To ensure their investments are yielding the expected returns, House Ran Lo may decide to dispatch an Auditing Conclave. These severe and pitiless individuals are universally feared throughout the hives. Many clan lords, who wouldn’t flinch from facing a swarm of Ripper Jacks or a slavering Phyrr Cat, pale at the thought of meeting a Ran Lo Auditor. This terror is well founded, as the Auditor can inflict terrible and lasting wounds upon a settlement, organisation or gang, levying crippling taxes upon them or ensuring their access to the Merchant Guild and its goods and services suddenly disappears._ _Auditing Conclaves like to get a first-hand look at a situation, and do not shy away from combat like many other nobles. Of course, a dead man cannot pay their debts, so Auditors favour suppression and non-lethal weapons, and are very adept at their use. Should the Auditor be seriously threatened, their bodyguard, the Gelt-scrivener will stepin. These are talented combat-hardened individuals who have chosen to pay their debts to House Ran Lo through service, and know that should their master die, they will never be free of their obligations to the Great House – andso fight all the harder to protect them as a result._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 7+ | 7+ | 5+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Web Pistol, Knife. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Duellist Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter). </FighterCard> <FighterCard cost="190"> ### 1 Gelt-scrivener (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 7+ | **Skills:** [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot), Bodyguard, Indentured Fighter. **Weapons:** Master-crafted long rifle, bolt pistol & power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks #### Cut Our Losses The allies are removed from the battlefield if at least one of the allied fighters is Seriously Injured or Out of Action. #### Every Cred Counted **Test-trigger:** Less than 50 credits in the Stash after a post-battle sequence. #### The Price of Business If a 6 is rolled on a dice when collecting random amount of income from Resources, that dice is discarded and does not generate any credits. :::note A few exceptions for this alliance: - Ganger has Indentured Fighter but this is irrelevant due to “Cut Our Losses”. - This is the only non-Guilder ally that requires an Aid test to participate in a battle. ::: ## House Ko'iron (500) **Strong alliance: Cawdor** _The matriarchal line of House Ko’iron can trace its lineage back thousands of years on Necromunda. Though its survival for such a long time is often put down to the double-dealings of its nobles, and their knack for picking the winning side more often than not, the truth is Ko’iron endures because of its faith. The devout matriarchs of the Noble House have always enjoyed close ties with the Ministorum on Necromunda, and dominate the upper levels of Hive Temenos – much of their wealth tied up in the grand cathedral at its peak and the countless pilgrim trails and shrines that crisscross the planet below. There are even rumours that the House was founded around the same time as the Adepta Sororitas, during the Age of Apostasy, and somehow the two are linked. Certainly the noble women of Ko’iron enjoy the confidence of the Sororitas mission on Necromunda, and many of their daughters end up joining the ranks of the Battle Sisters._ _With such close associations to the Imperial Creed, it is little wonder that Clan Cawdor has found a sponsor in House Ko’iron._ _Though the roots of the Redemption do not dig deep into the families of the Noble House, its members recognise the importance of the faithful in the lower reaches of the hive and support the spread of the Redemption to the godless places of the toxic world. House Cawdor is also an excellent source of soldiers for the armies of Ko’iron, or as tithe warriors for the Frateris Militia, sent to the Ministorum in their tens of thousands to gain favour with the local Ecclesiarchs._ _In return for their devotion and their manpower, the pious matriarchs provide the Clan House with genuine holy objects drawn from the stores of the Ministorum, such as blessed battlefield relics like the bloodstained armour of martyrs, or incense made from the grounddown bones of missionaries. Sometimes these rare and wondrous items might even find their way into the hands of a Cawdor gang, where they are treasured beyond words and drive the faithful into even greater heights of divine rapture._ ### Benefits #### The Emperor Protects (Same as: Pious + Fanatical) All fighters in this alliance can re-roll Nerve & Rally tests if the result is 2 (before modifiers). #### Religious Relics A leader can have 1 item (armour or weapon) Blessed (while allied): - Re-roll a failed hit or save (once per battle). #### Ministorum Delegation _When House Ko’iron wishes to interact with the faithful of the lower hive, they will send forth one of their MinistorumDelegations. Led by a Prima Materis and defended by a pair of veteran Frateris Bodyguard, the delegation wraps itself in the trappings of the Imperial Creed. On the surface, the Prima Materis is a priestess of the GodEmperor, and her blessings are welcomed by the lowly inhabitants of the hive. Clan Cawdor especially flock to the outstretched hand of the Materis, her touch akin to the grace of the God-Emperor for such unworthy souls. Behind the ritual and prayer, however, the Prima Materis is very much an agent of House Ko’iron, and enforces its will within the lower reaches of the hive city. Gangs and gang leaders, especially those of House Cawdor, are manipulated into doing the bidding of the House, while acts of industrial sabotage, expansion or murder are veiled behind the will of the most holy Emperor._ _While the Prima Materis is herself a competent warrior, armed with a shock stave and boltgun, both emblazoned with the symbols of her House, it is the Frateris Bodyguard who keep trouble at bay. Veterans of wars of faith, often returned from off-world, these scarred soldiers wear well-worn armour under their robes, and are experts in the use of the chainblades and lasguns they carry._ <FighterCard cost="300"> ### Prima Materis (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 7+ | **Skills:** Devotional Frenzy, [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only). **Weapons:** Bolt pistol (master-crafted), shock stave. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field). #### Inspirational Leader If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests. </FighterCard> <FighterCard cost="200"> ### 2 Frateris (Gangers - Bodyguard) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 6+ | 7+ | **Skills:** [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot), Bodyguard, Indentured Fighter. **Weapons:** Choose one (individually): Laspistol, eviscerator or Lasgun, chainsword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> ### Drawbacks **Test-trigger:** Fighting a battle as the underdog (enemy has higher Gang Rating). **→** Include the allies in the crew. #### Penance for the Unworthy **Test-trigger:** Losing a battle. **→** The Leader must start the next battle with a Flesh Wound. #### Tithed to the Frateris Militia **Test-trigger:** Before each battle (before selecting crews). **→** Randomize a Gang Fighter (tithed to the militia) and apply the following: - Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66). - In Recovery: Must miss this battle. - Killed: Gain credits equal to the cost (compensated by the allies). - Gain D6 XP (if survived). :::note A exception for this alliance: - Gangers don't have Indentured Fighter. ::: ## House Ty (300) **Strong alliance: Delaque** _The great and mysterious House Ty claims its ancestry from the Nihon Empire and Dragon Isle of Ancient Terra. Whether there is in fact any true connection between the progenitors of House Ty and those long-lost peoples is highly debatable, though it does not stop the nobles of the House from dressing in flowing embroidered silks covered in the spidery script of lost Nihonese languages and emulating everything they know of Ancient Terran customs. This identity may spring from House Ty being one of the youngest of the Noble Houses and considered ‘new’ nobility by some of the older ones such as Ulanti. As a result of this, Ty is eager to make its mark upon the world. This eagerness is also doubtless why House Ty is so closely allied to the Delaque, the mere fact the two are known to have secret dealings is enough for many of the Noble Houses to be wary of openly opposing the Ty._ _This union also ties into the chief area of influence of the Noble House – the conveying of messages and the trading of secrets. Under the auspice of the Imperial House, House Ty maintains more psykers than any other Noble House and provides large numbers of recruits for the Adeptus Astra Telepathica._ _On Necromunda, many within Lord Helmawr’s own stable of psykers and astropaths wear the jade robes of House Ty along with the white or black mantles of their station, and there are rumours that everything that passes from their lips to the Master of Necromunda’s ears is also heard by House Ty and, ultimately, House Delaque. What House Ty gets in return for the secrets it passes on is another mystery, though one that keeps the lords and ladies of the Noble Houses awake in the night cycles._ ### Benefits #### Psychic Training While allied, a fighter with Psychoteric Mastery (or any Psyker if no fighters have Psychoteric Mastery) gains +1 Wyrd Power from those available to that fighter. This is lost if the Alliance is Broken. #### House Ty Onmyodo Coven _At any one time on Necromunda, there are thousands of telepathic psykers in the employ of the Imperial House. The most powerful of these are part of the Astropathic Choirs of the Adeptus Astra Telepathica which conveys long range messages from Necromunda to Terra and other far-flung worlds, though there are many more who use their gifts to communicate between the Noble Houses, or other esteemed institutions on Necromunda, where simple vox communication is either impossible or too risky. The Onmyodo Covens of House Ty serve this function and are a unique pairing of psyker and null carefully cultivated by the Noble House for the purpose of telepathy and divination. Always in twos, one member of the Onmyodo is a powerful telepath capable of peering into the minds of Lord Helmawr’s servants but with their own power kept in check by a psychic null. Both null and psyker wear control collars to further regulate their powers, the Noble House able to activate or deactivate a collar depending on the role the coven will be playing._ _House Ty Onmyodo Covens are sometimes sent by the Noble Houses to the underhive where they shadow gangs and gather information, or act as a direct line to their masters in the spire. Of course, as welcome as the power of such skilled telepaths and psychic nulls are to a gang, they can never be entirely sure who the Astropath answers to, and just which noble lord might be looking out through their glassy eyes from the safety and comfort of their tower atop the hive._ <FighterCard cost="125"> ### 1 Onmyodo Telepath (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 5+ | 7+ | **Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction Only). **Weapons:** Shock stave. **Wargear:** [Refractor field](/docs/armoury/field-armour#refractor-field). - Group Activation (1) #### Inspirational Leader If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests. #### Control Collar (Unsanctioned Psyker) When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round: - Become a Sanctioned Psyker (for this round). Otherwise, this fighter does not count as a Sanctioned Psyker. #### Wyrd Powers (Sanctioned) When becoming allied, choose 2 of the following (Telepathy): 1. Mind Control (Basic), CE 2. Terrify (Double) 3. Invisibility (Double), CE 4. Mental Assault (Basic) 5. Hallucinations (Basic) 6. Unbreakable Will (Basic), CE </FighterCard> <FighterCard cost="175"> ### 1 Onmyodo Null (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Boltgun, Power Sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Control Collar (Psychic Null) When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round: - Become a Psychic Null (for this round). Otherwise, this fighter does not count as a Psychic Null. #### Psychic Null - Can Disrupt Wyrd Powers (as if being a Psyker). All fighters within 6" suffer the following (friend & foe): - Psychic powers can't be manifested. - -2 modifier to Cool tests. </FighterCard> ### Drawbacks #### Disturbing Visions **Test-trigger:** At the start of each battle (after deployment), a random friendly fighter (on the battlefield) suffers a Flesh Wound. **Test-trigger:** Fighting a battle against an enemy with a higher Gang Rating. **→** Include the allies in the crew. #### The Cost of Lies **Test-trigger:** A double is rolled when determining the scenario (before any battle). **→** The opponent can select the scenario. :::note An exception for this alliance: - Onmyodo Null does not have Bodyguard. ::: ## The Imperial House **Strong alliance: Palanite Enforcers** _House Helmawr stands above all other Houses of Necromunda. It is rightly known as the Imperial House, a house sanctioned by the Imperium itself to rule. For seven millennia, a Helmawr has governed the blighted hive world, keeping both nobles and clans in line as well as the countless billions of helots, workers and subjects. It is both the glory and the burden of the Imperial House to see the Emperor’s tithe is paid − and reap the immense wealth and reputation their position provides. As rulers of Necromunda, House Helmawr are both the law and the law makers, there being nothing and no one beyond their extensive reach. The Enforcers, the militant arm of Lord Helmawr’s control, exact his will wherever their booted feet are heard stomping down tunnels and through domes, while his legions of scribes and scriveners see to it that the other nobles and clans are kept in line. A complex web of alliances and obligations is the foundation upon which this control is built and all who would wield power on Necromunda do so only upon the sufferance of Lord Helmawr._ _When gangs ally themselves with the Imperial House, it is because they have been granted the official sanctioning of House Helmawr. Often, this means appointment as de facto rulers of a region, or perhaps a clandestine force within the underhive operating beyond the reach of the Enforcers. In either case, as most gangers will tell you, a pact with the Imperial House is a double-edged sword. For every boon the Imperial House grants, it often demands two- or three-fold in return. Woe to the gang that crosses Lord Helmawr or fails to pay his tithes − for just as the great Imperium of Mankind looks unkindly upon any world that fails to meet its due, so too does Lord Helmawr deal harshly with any of their subjects that fail to please them._ ### Benefits #### Law Abiding Allies Any gang may form an Alliance with the Imperial House, provided it is a Law Abiding gang. The House of Helmawr has no interest in collaborating with the criminal classes. #### Imperial Appointment When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe post-battle action: - **Collect Tithe:** Receive the boon from the Territory an additional time. #### Enforcer Bodyguards In the pre-battle sequence the gang may add Enforcer Bodyguards to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, but if chosen, they must be included in the gang’s crew, even if crew selection is normally random. If the gang is playing against an Outlaw gang then the Enforcer Bodyguards must be included unless the gang rolls to Test the Alliance. ### Drawbacks #### Imperial Tax During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up a portion of this to the Imperial House: - The gang must give D3x10 credits to the Imperial House. If the amount rolled is greater than the amount gained, the gang must make up the deficit from their Stash or Test the Alliance. - Alternatively, the gang can choose to keep all of its rewards, but if they do they must Test the Alliance. ### Enforcer Bodyguards _Palanite Companions are the elite Enforcers of the spire. Hand-picked from the most loyal subjects of Lord Helmawr’s Palanite battalions, they are utterly devoted to their noble masters. Each one undergoes extensive psycho-conditioning until their single-minded purpose is to protect those of Helmawr blood − or those deemed important by the House nobility. Companions are so named because they seldom leave the side of their masters − Lord Helmawr’s personal retinue is never more than a handful of strides from his side, and never completely out of his line of sight._ #### Helmawr’s Protectors During the pre-battle sequence, after the Choose Crews step, the Palanite Companions are assigned to protect a fighter of the allied gang’s choice. #### A Band Apart Members of the Imperial House take care of their own. Palanite Companions will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Palanite Companion goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold. #### "Here to Help" Unlike other fighters, Enforcer Bodyguards are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. <FighterCard cost="90"> ### 2 Palanite Companions | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Disintegration gun, Stub gun. **Wargear:** Layered Flak Armour, Armoured Undersuit, Magnacles. **Special Rules:** Peerless Bodyguards. #### Peerless Bodyguards If the fighter the Palanite Companions are assigned to is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Palanite Companion within 2". </FighterCard>
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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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# 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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# Intrigues Intrigues are a special form of sub-plot a player can choose to fulfil during any game played in a Law and Misrule Campaign. Each Intrigue represents an opportunity; a tempting offer or gambit that will give the gang great reward if they claim it. Intrigues fall into two categories: Law or Misrule, but can be claimed by any gang regardless of alignment. If a gang claims an Intrigue from a category that does not match their alignment, there is a risk that word of their actions will get out, harming their reputation and credibility, and perhaps forcing the gang to change alignment. :::note Designer’s Note – Sub-Plots As Intrigues are a variant of sub-plots, it is recommended that other sub-plots are not used in a Law and Misrule Campaign as they add another layer of possibilities to games which, in addition to Intrigues, can make those games a bit overburdened with rules. ::: ## Drawing Intrigues Both players draw three Intrigue cards at the start of each battle, during step 4 of the pre-battle sequence. After reading their cards, both players should place them face-down beside the battlefield. ## Claiming Intrigues An Intrigue can be claimed by the player that drew it once the criteria listed have been met. A player can claim an Intrigue at any point during the battle simply by picking the Intrigue card up and saying that they are claiming it. Once an Intrigue has been claimed, it cannot be unclaimed. ## Betraying Your Alignment If a gang claims an Intrigue froma category that does not match their alignment, it will have to make an [Alignment check](/docs/campaigns/law-and-misrule-campaign/#alignment-checks) during step 2 of the post-battle sequence. If this test if failed, the gang’s alignment will immediately change. :::note Making An Intrigue Deck The Intrigues & Rackets Card Pack contains cards for each Intrigue used in the Law and Misrule Campaign. These cards feature all of the Intrigues’ special rules. If you do not have the Intrigues & Rackets Card Pack, you can use half a deck of playing cards to determine the Intrigues before a battle. Remove all Hearts, Clubs and Jokers, leaving just Diamonds and Spades. Each card in these remaining suits corresponds to an Intrigue, as indicated in the Intrigue descriptions that follow. ::: ## List of Intrigues ### Wreck The Place (Ace Of Diamonds) _Tear things down! Break what works and leave the rest in ruin._ **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, theymay perform the Vandalise (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claim this Intrigue. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Seed The Rebellion (Two Of Diamonds) **Rise up! Rise up against the overlords!** **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Graffiti (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang has claimed this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +2 Reputation, rather than the usual +1. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Burn It Down! (Three Of Diamonds) _Set a fire and leave nothing but ashes!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Start Fire (Basic) action. Place a Blaze token in base-to-base contact with the fighter. From the start of the next round, any fighter that moves within 3" of the Blaze token takes an automatic Strength 3, AP -, Damage 1 hit. If this action is performed twice, your gang can claim this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +3 Reputation, rather than the usual +2. ### Blow It Up! (Four Of Diamonds) _There is no greater symbol of rebellion than structures that have stood for millennia reduced to ruins._ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** +4 Reputation **Criteria:** Choose a fighter on your crew to be the bomb carrier. This fighter can perform the Plant Bomb (Double) action. If the bomb carrier completes this action once whilst within 6" of the centre of the battlefield then the bomb has been planted. At the end of the battle, the bomb explodes and your gang can claim this Intrigue. Any fighters within 6" of the centre of the battlefield at the end of the battle are taken Out of Action. Should the bomb carrier be taken Out of Action before planting the bomb, the model is replaced by a frag trap booby trap. ### Make Them Bleed! (Five Of Diamonds) _If you can make someone bleed, you show they are weak._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Clear The Smuggling Routes (Six Of Diamonds) _A smuggling cartel wants a clear passage to move its goods through an area, and needs a gang to make a path._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 200 credits **Criteria:** If, at the end of the battle, no enemy fighters are within their own deployment zone, your gang can claim this Intrigue. ### Collect A Debt (Seven Of Diamonds) _Someone owes someone powerful a pile of credits, and it's time for them to pay up!_ **Category:** Outlaw **Alignment Test:** D6 **Reward:** 100 credits **Criteria:** When one of your fighters is Engaged with an enemy fighter, insteadof performing a Fight (Basic) action, they may perform the Shakedown(Double) action. If this action is performed once, your gang can claim this Intrigue. ### Reveal The Imposter (Eight Of Diamonds) _One of your gang members has been replaced by an imposter passingwhispers to the law keepers. They need to be uncovered._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** At the start of the third round of the battle, after rolling for Priority but before Readying fighters, one randomly determined fighter from your crew (not a Leader or Champion) is revealed as an imposter and counts as part of the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out of Action after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter replaced, as they never really took part in the battle. ### Stand Alone (Nine Of Diamonds) _If you can stand covered in the blood of your enemies, you can showeveryonewho is top of the pile._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +3 Reputation, and the chosen fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill **Criteria:** Choose one enemy Leader or Champion that is taking part in the battle. For the remainder of the battle, they cannot make group activations. However, if the chosen fighter takes three enemy fighters Out of Action by the end of the battle, and has not been taken Out of Action themselves, your gang can claim this Intrigue. ### Hit The Stimms (Ten Of Diamonds) _Your gang has been offered the use of some black market alchemy that is decidedly not on the rolls of those approved by the Guilders!_ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** For the remainder of this battle, your fighters ignore the effects of Flesh Wounds and may immediately discard any Flesh Wounds suffered. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Resurrect The Dead (Jack Of Diamonds) _There are ways and means of bringing even the dead back to life. Some are thought to be mere stories: the Shunned Guild, the Priest of the Spider Kin, the Elixirs of the Pale Abyss. But one thing underlies these rumours – all of them are true!_ **Category:** Outlaw **Alignment Test:** 4D6 **Reward:** During step 6 of the post-battle sequence, you may choose a single fighter from your gang who has died over the course of this campaign and return them to your roster with any equipment they originally had. Their Toughness is reduced by -1, but they gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill if they did not have it already. **Criteria:** By simply announcing that your gang has completed this Intrigue during the Wrap-up step of the post-battle sequence, your gang can claim this Intrigue. ### Run With The Ghasts (Queen Of Diamonds) _You have found an undeclared deposit of unrefined Ghast. Now seems the perfect time to use it!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** Choose three members of your crew. They are immediately treated as having taken a dose of [Ghast](/docs/armoury/chems#ghast). Additionally, D6+1 doses of Ghast are added to the gang’s Stash during step 2 of the post-battle sequence. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Corrupt The Machine (King of Diamonds) _A mysterious stranger has hired you to plant some scrap code in the local cogitator network._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8" from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features may perform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they have successfully planted the code. If the code is planted three times, your gang can claim this Intrigue. ### Stitch Them Up! (Ace Of Spades) _There’s money to be made from making the innocent look guilty._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 100 credits **Criteria:** If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a Coup De Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claimthis Intrigue. ### The Price Of Peace (Two Of Spades) _Sometimes the clink of credits is louder than the sound of gunfire…_ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +4 Reputation **Criteria:** During the Ready Fighters step of any Priority phase, offer your opponent a bribe of 250 credits – this comes from a ‘concerned citizen’ eager to keep the peace and does not reduce your gang’s Wealth or Income. If your opponent accepts, they immediately forfeit the battle to your gang and your gang claims this Intrigue. ### Minimum Force (Three Of Spades) _The minimum force required is the maximum force you can bring to bear._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** To claim this Intrigue, your gang must take three enemy fighters Out of Action in close combat, using a weapon with the Melee trait. ### Hold The Line (Four Of Spades) _Order is maintained by standing unwavering in the face of anarchy and ruin._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation OR claim a single unclaimed Racket **Criteria:** Nominate a terrain feature at least 12" from your deployment zone. If, at the end of the battle, there are no enemy fighters within 6" of that terrain feature, your gang can claim this Intrigue. ### Show Of Force (Five Of Spades) _If you break those who oppose you, soon no one will dare to oppose you._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +4 Reputation **Criteria:** To claim this Intrigue, your gang must take at least six enemy fighters Out of Action either with shooting or in close combat. ### Keep The Trade Flowing (Six Of Spades) _Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** If, at the end of the battle, at least four of your fighters are Standing and Active or Standing and Engaged within your enemy’s deployment zone, your gang can claim this Intrigue. ### Cut Off The Head (Seven Of Spades) _Those who watch and judge need you to shadow one of the souls they have marked for retribution._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +1 Reputation per enemy Champion taken Out of Action, +2 Reputation for an enemy Leader taken Out of Action. **Criteria:** If, at the end of the battle, you have taken your enemy’s Leader or any of their Champions Out of Action, announce you are claiming this Intrigue and receive the rewards as described above. ### Watch From The Shadows (Eight Of Spades) _If you cut off the head of the snake then the body will die._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice. **Criteria:** During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew. For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow (Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowing fighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at the end of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue. ### Break Their Will (Nine Of Spades) _If justice cannot triumph through sanctioned means, it will triumph by paying for the heads of dead criminals._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Mark The Impure (Ten Of Spades) _Evidence must be gathered for the prosecution of a suspected recidivist._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** When one of your fighters activates within 6" of your opponent’s Leader, they may perform the Pict Capture (Double) action. If a model that has performed this action begins a later activation within 1" of an edge of the battlefield, you can remove them from play as they make off with the evidence required – this does not count as the fighter going Out of Action. When the battle ends, your gang can claim this Intrigue. ### Carry A Guild Bond (Jack Of Spades) _The Guilders need the deeds and bonds of their protected trade carried through a dangerous part of the hive._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** Choose one fighter from your crew to be the courier. If, at the end of any round, the courier is in the enemy’s deployment zone, you can remove them from the battlefield (they do not count as going Out of Action) and your gang can claim this Intrigue. ### Bring Them In Dead Or Alive (Queen Of Spades) _The Merchant Guild offers cold, hard creds for bounties fulfilled – and doesn’t care overly much how gangs go about collecting them, as long as they do._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** 50 credits per enemy fighter taken Out of Action **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. During the Wrap-up step, claim this Intrigue for each enemy fighter taken Out of Action. ### Retrieve The Informer (King Of Spades) _One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 150 credits **Criteria:** One randomly determined fighter from your opponent’s crew (not a Leader or Champion) is revealed as an imposter and counts as part of your gang for the remainder of the battle. If the imposter is Standing and Active within your deployment zone when the battle ends, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter who was replaced by the imposter – they never really took part in the battle.
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# Intrigues Intrigues are a special form of sub-plot a player can choose to fulfil during any game played in a Law and Misrule Campaign. Each Intrigue represents an opportunity; a tempting offer or gambit that will give the gang great reward if they claim it. Intrigues fall into two categories: Law or Misrule, but can be claimed by any gang regardless of alignment. If a gang claims an Intrigue from a category that does not match their alignment, there is a risk that word of their actions will get out, harming their reputation and credibility, and perhaps forcing the gang to change alignment. :::note Designer’s Note – Sub-Plots As Intrigues are a variant of sub-plots, it is recommended that other sub-plots are not used in a Law and Misrule Campaign as they add another layer of possibilities to games which, in addition to Intrigues, can make those games a bit overburdened with rules. ::: ## Drawing Intrigues Both players draw three Intrigue cards at the start of each battle, during step 4 of the pre-battle sequence. After reading their cards, both players should place them face-down beside the battlefield. ## Claiming Intrigues An Intrigue can be claimed by the player that drew it once the criteria listed have been met. A player can claim an Intrigue at any point during the battle simply by picking the Intrigue card up and saying that they are claiming it. Once an Intrigue has been claimed, it cannot be unclaimed. ## Betraying Your Alignment If a gang claims an Intrigue froma category that does not match their alignment, it will have to make an [Alignment check](/docs/campaigns/law-and-misrule-campaign/#alignment-checks) during step 2 of the post-battle sequence. If this test if failed, the gang’s alignment will immediately change. :::note Making An Intrigue Deck The Intrigues & Rackets Card Pack contains cards for each Intrigue used in the Law and Misrule Campaign. These cards feature all of the Intrigues’ special rules. If you do not have the Intrigues & Rackets Card Pack, you can use half a deck of playing cards to determine the Intrigues before a battle. Remove all Hearts, Clubs and Jokers, leaving just Diamonds and Spades. Each card in these remaining suits corresponds to an Intrigue, as indicated in the Intrigue descriptions that follow. ::: ## List of Intrigues ### Wreck The Place (Ace Of Diamonds) _Tear things down! Break what works and leave the rest in ruin._ **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, theymay perform the Vandalise (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claim this Intrigue. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Seed The Rebellion (Two Of Diamonds) **Rise up! Rise up against the overlords!** **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Graffiti (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang has claimed this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +2 Reputation, rather than the usual +1. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Burn It Down! (Three Of Diamonds) _Set a fire and leave nothing but ashes!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Start Fire (Basic) action. Place a Blaze token in base-to-base contact with the fighter. From the start of the next round, any fighter that moves within 3" of the Blaze token takes an automatic Strength 3, AP -, Damage 1 hit. If this action is performed twice, your gang can claim this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +3 Reputation, rather than the usual +2. ### Blow It Up! (Four Of Diamonds) _There is no greater symbol of rebellion than structures that have stood for millennia reduced to ruins._ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** +4 Reputation **Criteria:** Choose a fighter on your crew to be the bomb carrier. This fighter can perform the Plant Bomb (Double) action. If the bomb carrier completes this action once whilst within 6" of the centre of the battlefield then the bomb has been planted. At the end of the battle, the bomb explodes and your gang can claim this Intrigue. Any fighters within 6" of the centre of the battlefield at the end of the battle are taken Out of Action. Should the bomb carrier be taken Out of Action before planting the bomb, the model is replaced by a frag trap booby trap. ### Make Them Bleed! (Five Of Diamonds) _If you can make someone bleed, you show they are weak._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Clear The Smuggling Routes (Six Of Diamonds) _A smuggling cartel wants a clear passage to move its goods through an area, and needs a gang to make a path._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 200 credits **Criteria:** If, at the end of the battle, no enemy fighters are within their own deployment zone, your gang can claim this Intrigue. ### Collect A Debt (Seven Of Diamonds) _Someone owes someone powerful a pile of credits, and it's time for them to pay up!_ **Category:** Outlaw **Alignment Test:** D6 **Reward:** 100 credits **Criteria:** When one of your fighters is Engaged with an enemy fighter, insteadof performing a Fight (Basic) action, they may perform the Shakedown(Double) action. If this action is performed once, your gang can claim this Intrigue. ### Reveal The Imposter (Eight Of Diamonds) _One of your gang members has been replaced by an imposter passingwhispers to the law keepers. They need to be uncovered._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** At the start of the third round of the battle, after rolling for Priority but before Readying fighters, one randomly determined fighter from your crew (not a Leader or Champion) is revealed as an imposter and counts as part of the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out of Action after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter replaced, as they never really took part in the battle. ### Stand Alone (Nine Of Diamonds) _If you can stand covered in the blood of your enemies, you can showeveryonewho is top of the pile._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +3 Reputation, and the chosen fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill **Criteria:** Choose one enemy Leader or Champion that is taking part in the battle. For the remainder of the battle, they cannot make group activations. However, if the chosen fighter takes three enemy fighters Out of Action by the end of the battle, and has not been taken Out of Action themselves, your gang can claim this Intrigue. ### Hit The Stimms (Ten Of Diamonds) _Your gang has been offered the use of some black market alchemy that is decidedly not on the rolls of those approved by the Guilders!_ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** For the remainder of this battle, your fighters ignore the effects of Flesh Wounds and may immediately discard any Flesh Wounds suffered. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Resurrect The Dead (Jack Of Diamonds) _There are ways and means of bringing even the dead back to life. Some are thought to be mere stories: the Shunned Guild, the Priest of the Spider Kin, the Elixirs of the Pale Abyss. But one thing underlies these rumours – all of them are true!_ **Category:** Outlaw **Alignment Test:** 4D6 **Reward:** During step 6 of the post-battle sequence, you may choose a single fighter from your gang who has died over the course of this campaign and return them to your roster with any equipment they originally had. Their Toughness is reduced by -1, but they gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill if they did not have it already. **Criteria:** By simply announcing that your gang has completed this Intrigue during the Wrap-up step of the post-battle sequence, your gang can claim this Intrigue. ### Run With The Ghasts (Queen Of Diamonds) _You have found an undeclared deposit of unrefined Ghast. Now seems the perfect time to use it!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** Choose three members of your crew. They are immediately treated as having taken a dose of [Ghast](/docs/armoury/chems#ghast). Additionally, D6+1 doses of Ghast are added to the gang’s Stash during step 2 of the post-battle sequence. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Corrupt The Machine (King of Diamonds) _A mysterious stranger has hired you to plant some scrap code in the local cogitator network._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8" from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features may perform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they have successfully planted the code. If the code is planted three times, your gang can claim this Intrigue. ### Stitch Them Up! (Ace Of Spades) _There’s money to be made from making the innocent look guilty._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 100 credits **Criteria:** If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a Coup De Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claimthis Intrigue. ### The Price Of Peace (Two Of Spades) _Sometimes the clink of credits is louder than the sound of gunfire…_ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +4 Reputation **Criteria:** During the Ready Fighters step of any Priority phase, offer your opponent a bribe of 250 credits – this comes from a ‘concerned citizen’ eager to keep the peace and does not reduce your gang’s Wealth or Income. If your opponent accepts, they immediately forfeit the battle to your gang and your gang claims this Intrigue. ### Minimum Force (Three Of Spades) _The minimum force required is the maximum force you can bring to bear._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** To claim this Intrigue, your gang must take three enemy fighters Out of Action in close combat, using a weapon with the Melee trait. ### Hold The Line (Four Of Spades) _Order is maintained by standing unwavering in the face of anarchy and ruin._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation OR claim a single unclaimed Racket **Criteria:** Nominate a terrain feature at least 12" from your deployment zone. If, at the end of the battle, there are no enemy fighters within 6" of that terrain feature, your gang can claim this Intrigue. ### Show Of Force (Five Of Spades) _If you break those who oppose you, soon no one will dare to oppose you._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +4 Reputation **Criteria:** To claim this Intrigue, your gang must take at least six enemy fighters Out of Action either with shooting or in close combat. ### Keep The Trade Flowing (Six Of Spades) _Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** If, at the end of the battle, at least four of your fighters are Standing and Active or Standing and Engaged within your enemy’s deployment zone, your gang can claim this Intrigue. ### Cut Off The Head (Seven Of Spades) _Those who watch and judge need you to shadow one of the souls they have marked for retribution._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +1 Reputation per enemy Champion taken Out of Action, +2 Reputation for an enemy Leader taken Out of Action. **Criteria:** If, at the end of the battle, you have taken your enemy’s Leader or any of their Champions Out of Action, announce you are claiming this Intrigue and receive the rewards as described above. ### Watch From The Shadows (Eight Of Spades) _If you cut off the head of the snake then the body will die._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice. **Criteria:** During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew. For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow (Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowing fighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at the end of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue. ### Break Their Will (Nine Of Spades) _If justice cannot triumph through sanctioned means, it will triumph by paying for the heads of dead criminals._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Mark The Impure (Ten Of Spades) _Evidence must be gathered for the prosecution of a suspected recidivist._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** When one of your fighters activates within 6" of your opponent’s Leader, they may perform the Pict Capture (Double) action. If a model that has performed this action begins a later activation within 1" of an edge of the battlefield, you can remove them from play as they make off with the evidence required – this does not count as the fighter going Out of Action. When the battle ends, your gang can claim this Intrigue. ### Carry A Guild Bond (Jack Of Spades) _The Guilders need the deeds and bonds of their protected trade carried through a dangerous part of the hive._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** Choose one fighter from your crew to be the courier. If, at the end of any round, the courier is in the enemy’s deployment zone, you can remove them from the battlefield (they do not count as going Out of Action) and your gang can claim this Intrigue. ### Bring Them In Dead Or Alive (Queen Of Spades) _The Merchant Guild offers cold, hard creds for bounties fulfilled – and doesn’t care overly much how gangs go about collecting them, as long as they do._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** 50 credits per enemy fighter taken Out of Action **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. During the Wrap-up step, claim this Intrigue for each enemy fighter taken Out of Action. ### Retrieve The Informer (King Of Spades) _One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 150 credits **Criteria:** One randomly determined fighter from your opponent’s crew (not a Leader or Champion) is revealed as an imposter and counts as part of your gang for the remainder of the battle. If the imposter is Standing and Active within your deployment zone when the battle ends, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter who was replaced by the imposter – they never really took part in the battle.
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# 44. Public Execution _The gang must save one of their own before time runs out._ **Source: Book of Ruin** :::info Rescuing Gangers The attacker can choose this scenario in place of the Rescue Mission to recover captured fighters. If freed, the prisoner becomes Ready and joins the attacker’s crew instead, with the fighter’s weapons and equipment (assuming the attackers brought extra guns with them). If the attackers fail, the Captive is executed, with the same effect as being Sold to the Guilders. ::: ## Attacker & Defender If only one gang is Chaotic, then that gang is the attacker. Otherwise, the gang who chose this scenario is the attacker, the other is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7) + Reinforcements. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Prisoner:** In the centre of the battlefield. 1. **Defender:** Within 6” of the prisoner. 1. **Attacker:** Within 2” of any battlefield edge. ## Reinforcements Defender: 1. Each End phase (starting on the 2nd round). ## Execution Clock _The attacker only has a short time before the prisoner meets the end._ The execution clock starts on 6. In the End phase of any round, the clock is temporarily halted until the next End phase if: - At least 1 Active attacker within 3” of the prisoner. - No defender have LOS to any attacker. - An attacker is in possession of a chrono crystal. If the clock is not temporarily halted, the clock is reduced by 1 for each of the following: - At least 1 Active defender within 3” of the prisoner. - At least 1 defender taken Out of Action this round. - Defending Leader taken Out of Action. When the clock count down to 0 (or less), the prisoner suffers an Injury roll. The prisoner goes Out of Action on any result except Flesh Wound (successful execution). If suffering a Flesh Wound, roll again in the following End phase with an additional Injury dice for each Flesh Wound suffered. ## The Prisoner _The prisoner is well-restrained and consigned to the fate._ Until freed, the prisoner takes no part in the battle, can't be targeted by attacks or affected by Blast/Template. An attacking fighter can free the prisoner by spending a Double action within 1”. Once freed, the prisoner will attempt to flee the battlefield. Once freed, the execution clock no longer apply (the prisoner slipped the noose!). #### Fleeing Prisoner - Controlled by the attacker. - Moves 3D6” in each End phase (must remain outside 1” of enemies). - Counts as a fighter for all purposes and can be targeted by attacks. - Never becomes Ready. - Use the profile for an attacking ganger or similar. - Successfully escapes when reaching any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining. - The prisoner escapes. ## Victory - **Defender:** Win if the prisoner is executed. - **Attacker:** Win if the prisoner escapes. - If the prisoner is still on the battlefield at the end of the battle: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for freeing the prisoner. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: - +1 to the winner. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Uprising']
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# 44. Public Execution _The gang must save one of their own before time runs out._ **Source: Book of Ruin** :::info Rescuing Gangers The attacker can choose this scenario in place of the Rescue Mission to recover captured fighters. If freed, the prisoner becomes Ready and joins the attacker’s crew instead, with the fighter’s weapons and equipment (assuming the attackers brought extra guns with them). If the attackers fail, the Captive is executed, with the same effect as being Sold to the Guilders. ::: ## Attacker & Defender If only one gang is Chaotic, then that gang is the attacker. Otherwise, the gang who chose this scenario is the attacker, the other is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7) + Reinforcements. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Prisoner:** In the centre of the battlefield. 1. **Defender:** Within 6” of the prisoner. 1. **Attacker:** Within 2” of any battlefield edge. ## Reinforcements Defender: 1. Each End phase (starting on the 2nd round). ## Execution Clock _The attacker only has a short time before the prisoner meets the end._ The execution clock starts on 6. In the End phase of any round, the clock is temporarily halted until the next End phase if: - At least 1 Active attacker within 3” of the prisoner. - No defender have LOS to any attacker. - An attacker is in possession of a chrono crystal. If the clock is not temporarily halted, the clock is reduced by 1 for each of the following: - At least 1 Active defender within 3” of the prisoner. - At least 1 defender taken Out of Action this round. - Defending Leader taken Out of Action. When the clock count down to 0 (or less), the prisoner suffers an Injury roll. The prisoner goes Out of Action on any result except Flesh Wound (successful execution). If suffering a Flesh Wound, roll again in the following End phase with an additional Injury dice for each Flesh Wound suffered. ## The Prisoner _The prisoner is well-restrained and consigned to the fate._ Until freed, the prisoner takes no part in the battle, can't be targeted by attacks or affected by Blast/Template. An attacking fighter can free the prisoner by spending a Double action within 1”. Once freed, the prisoner will attempt to flee the battlefield. Once freed, the execution clock no longer apply (the prisoner slipped the noose!). #### Fleeing Prisoner - Controlled by the attacker. - Moves 3D6” in each End phase (must remain outside 1” of enemies). - Counts as a fighter for all purposes and can be targeted by attacks. - Never becomes Ready. - Use the profile for an attacking ganger or similar. - Successfully escapes when reaching any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining. - The prisoner escapes. ## Victory - **Defender:** Win if the prisoner is executed. - **Attacker:** Win if the prisoner escapes. - If the prisoner is still on the battlefield at the end of the battle: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for freeing the prisoner. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: - +1 to the winner. :::
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# Escher Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autogun | 15 | - | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | - | - | - | - | - | | Lasgun | 5 | - | 5 | 5 | - | - | - | - | | + With Hotshot las pack | 25 | - | 25 | 25 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | - | 15 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Acid rounds | 15 | - | 15 | 15 | - | - | - | - | | Throwing knives | 5 | 5 | 5 | 5 | 5 | 5 | - | - | | Wyld bow | - | - | - | - | 10 | - | - | - | | - Acid | - | - | - | - | 20 | - | - | - | | - Explosive | - | - | - | - | 20 | - | - | - | | - Poison | - | - | - | - | 25 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autopistol | 10 | (10) | 10 | 10 | (10) | 10 | 10 | - | | Hand flamer | 75 | 75 | 75 | 75 | - | - | 75 | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | + With Hotshot las pack | 30 | (30) | 30 | 30 | (30) | - | (30) | - | | Needle pistol | 25 | 25 | 25 | - | - | 25 | - | - | | Plasma pistol | 50 | 50 | 50 | - | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | - | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / needle pistol (combi) | 60 | - | 60 | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | ✓ | ✓ | ✓ | ✓ | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Gaseous eruption | - | - | - | - | - | - | - | 80↑ | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | + Twin-linked \* (Cutter) | 75 | - | 75 | - | 75 | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Needle rifle | 35 | - | 35 | 35 | - | - | - | - | | ‘Nightshade’ chem-thrower | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | + Twin-linked \* (Cutter) | 110 | - | 110 | - | 110 | - | - | - | | Bolter / flamer (combi) | 180 | - | 180 | 180 | - | - | - | - | | Bolter / melta (combi) | 170 | - | 170 | 170 | - | - | - | - | | Bolter / needler (combi) | 80 | - | 80 | 80 | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | 115 | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | + Twin-linked \* (Cutter) | 200 | - | 200 | - | 200 | - | - | - | | Plasma cannon \* | 130 | | 130 | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Chainaxe | 30 | - | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | Power knife | 25 | 25 | 25 | - | 25 | - | - | - | | Power sword | 45 | 45 | 45 | - | - | - | - | - | | Razor-sharp talons | - | - | - | - | - | - | - | 30↑ | | Servo claw | 35 | - | 35 | - | - | - | - | - | | Shock whip | 25 | 25 | 25 | 25 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | - | | Stiletto sword | 30 | 30 | 30 | 30 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Venom Claw | - | 30 | - | - | - | - | - | - | | Whip | (15) | (15) | (15) | - | 15 | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | (30) | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | - | 45 | 45 | 45 | 45 | - | - | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | - | 25 | 25 | 25 | 25 | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | (15) | - | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | - | - | - | - | - | - | 35 | - | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Cutter (Mount) | 85 | 85 | 85 | - | 85 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Phelynx cat (0-3) | - | - | - | - | 50 | - | - | - | | Phyrr cat (0-2) | 120 | 120 | 120 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | 20 | - | - | - | - | | Las-projector (Pistol, Basic, Special) | 35 | - | 35 | 35 | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | :::note All weapon options for Khimerix are upgrades and replace existing weapons. ::: ## Escher Vehicle Equipment List All vehicles in an Escher gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | ### Wargear | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 |
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# Escher Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autogun | 15 | - | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | - | - | - | - | - | | Lasgun | 5 | - | 5 | 5 | - | - | - | - | | + With Hotshot las pack | 25 | - | 25 | 25 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | - | 15 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Acid rounds | 15 | - | 15 | 15 | - | - | - | - | | Throwing knives | 5 | 5 | 5 | 5 | 5 | 5 | - | - | | Wyld bow | - | - | - | - | 10 | - | - | - | | - Acid | - | - | - | - | 20 | - | - | - | | - Explosive | - | - | - | - | 20 | - | - | - | | - Poison | - | - | - | - | 25 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autopistol | 10 | (10) | 10 | 10 | (10) | 10 | 10 | - | | Hand flamer | 75 | 75 | 75 | 75 | - | - | 75 | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | + With Hotshot las pack | 30 | (30) | 30 | 30 | (30) | - | (30) | - | | Needle pistol | 25 | 25 | 25 | - | - | 25 | - | - | | Plasma pistol | 50 | 50 | 50 | - | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | - | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / needle pistol (combi) | 60 | - | 60 | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | ✓ | ✓ | ✓ | ✓ | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Gaseous eruption | - | - | - | - | - | - | - | 80↑ | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | + Twin-linked \* (Cutter) | 75 | - | 75 | - | 75 | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Needle rifle | 35 | - | 35 | 35 | - | - | - | - | | ‘Nightshade’ chem-thrower | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | + Twin-linked \* (Cutter) | 110 | - | 110 | - | 110 | - | - | - | | Bolter / flamer (combi) | 180 | - | 180 | 180 | - | - | - | - | | Bolter / melta (combi) | 170 | - | 170 | 170 | - | - | - | - | | Bolter / needler (combi) | 80 | - | 80 | 80 | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | 115 | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | + Twin-linked \* (Cutter) | 200 | - | 200 | - | 200 | - | - | - | | Plasma cannon \* | 130 | | 130 | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Chainaxe | 30 | - | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | Power knife | 25 | 25 | 25 | - | 25 | - | - | - | | Power sword | 45 | 45 | 45 | - | - | - | - | - | | Razor-sharp talons | - | - | - | - | - | - | - | 30↑ | | Servo claw | 35 | - | 35 | - | - | - | - | - | | Shock whip | 25 | 25 | 25 | 25 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | - | | Stiletto sword | 30 | 30 | 30 | 30 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Venom Claw | - | 30 | - | - | - | - | - | - | | Whip | (15) | (15) | (15) | - | 15 | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | (30) | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | - | 45 | 45 | 45 | 45 | - | - | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | - | 25 | 25 | 25 | 25 | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | (15) | - | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | - | - | - | - | - | - | 35 | - | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Cutter (Mount) | 85 | 85 | 85 | - | 85 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Phelynx cat (0-3) | - | - | - | - | 50 | - | - | - | | Phyrr cat (0-2) | 120 | 120 | 120 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | 20 | - | - | - | - | | Las-projector (Pistol, Basic, Special) | 35 | - | 35 | 35 | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | :::note All weapon options for Khimerix are upgrades and replace existing weapons. ::: ## Escher Vehicle Equipment List All vehicles in an Escher gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | ### Wargear | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 |
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# Campaigns :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: There are currently six types of campaigns. Each campaign is based around gangs fighting battles for the control of resources of some type, from Territories to Road Section to Sympathisers. Most battles in the campaign are fought for control of a one of these resources. The resource being fought over is the stake of a battle, and most battles have a resource at stake on the outcome. Instead of fighting over a resource, the stake may instead be Captives held by the opponent gang. ## Gang Attributes Gangs have the following attributes (tracked on the roster): 1. **Gang Rating:** The total cost of all of the fighters in the gang. 2. **Reputation:** Starts at 1 and can't drop below 1. 3. **Wealth:** The total cost of all fighters, credits and equipment in the stash. 4. **Alignment/Allegiance:** Campaigns can divide gangs into sides, although this isn't used in all campaigns. Teams on the same side can still fight each other. ## Trading Post & Black Market Even if a campaign doesn’t use the Trading Post or Black Market, they are optional and can be included. ## Challenges Each gang can issue any number of challenges. - If declined, the stake is automatically claimed by the challenger. - Challenges may be declined without penalty by a gang that has received at least 1 challenge (this cycle). - Can use Rescue Mission to free Captives instead of nominating a Resource as the stake of a battle. The winner of the challenge takes control of the Resource at stake. If the result is a draw, the Resource is not transferred (remains uncontrolled or with the controlling gang). :::tip YAQ There are no official rules governing challenge management! ::: ## Campaign Phases and Cycles All campaigns are divided into 3 phases. Each phase lasts a number of cycles, which is an arbitrary amount of time that can be agreed upon. ### Phase 1 (3 Cycles) Each battle is rewarded by a single uncontrolled Resource. The gangs decide which currently available Resource is at stake when issuing and accepting challenges. ### Phase 2 (1 Cycle) Most campaigns complete the following steps. Note that some have an additional 5th step (these are detailed on the relevant campaign page), and Law & Misrule does not do step #2. #### 1. Fighters Recover Fighters are no longer In Recovery. #### 2. Captives Are Returned Any Captured fighters are released. The gang that had captured them receives half their credits value (rounding up to the nearest 5 credits). This is paid by friends and family, not the gang the Captured fighters belong to. #### 3. Experienced Juves Are Promoted Juves with 5+ Advancements are promoted to Champions. Their characteristics and credits value are unaffected, but their Type is changed. From now on, they are treated as a Champion in all respects. #### 4. Fresh Recruitment All gangs gain 250 credits to recruit new fighters and/or Hangers-on. These credits must be spent now and can't be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. :::tip YAQ Can only be spent on hangers-on, fighters and equipment for those fighters. Equipment can be purchased the same way as it is when founding the gang (can only be purchased from the House Equipment List, must be equipped to one of the fresh recruits) except there is no limitation on the number of special weapons you can get for your new gangers. ::: #### Side Battles After the effects of Downtime are applied, gangs can fight side battles. Fighters can earn Experience and suffer Lasting Injuries as normal, but no Income, Credits or Reputation is gained, awarded or earned. Instead, special rewards, an unique drug or custom Tactics cards can be created as rewards for winning side battles. ### Phase 3 (3 Cycles) Challengers nominate a Resource currently controlled by their opponent. ### Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs depending on campaign type that are listed on their respective campaign pages. A gang may earn more than one, and in case of a tie, no one is awarded it. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. ## Running a Campaign ### The Arbitrator A campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to: - Organise the players and making a list of all of the gangs involved in the campaign. - Keep track of victories. - Set the rules of the campaign, being clear around what house rules are in place. - Keep the players informed as to the progression of the campaign and keeping track of the control of the resources at stake. - Decide when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. - Offer guidance for the players and control any random events or elements. - Try to ensure that everyone has a fun, memorable campaign experience! :::info Yaktribe While not the only way to manage a campaign, the go-to standard is to use [Yaktribe](https://yaktribe.games/underhive) for all administration needs. Here players can create and maintain their gangs, and an arbitrator can create a campaign and add these gangs to it. It'll then allow players to maintain their progress, and do all the bookkeeping on battles, Territories, and leaderboards such as reputation, wealth or power. :::
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(Archive) Campaigns
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# Campaigns :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: There are currently six types of campaigns. Each campaign is based around gangs fighting battles for the control of resources of some type, from Territories to Road Section to Sympathisers. Most battles in the campaign are fought for control of a one of these resources. The resource being fought over is the stake of a battle, and most battles have a resource at stake on the outcome. Instead of fighting over a resource, the stake may instead be Captives held by the opponent gang. ## Gang Attributes Gangs have the following attributes (tracked on the roster): 1. **Gang Rating:** The total cost of all of the fighters in the gang. 2. **Reputation:** Starts at 1 and can't drop below 1. 3. **Wealth:** The total cost of all fighters, credits and equipment in the stash. 4. **Alignment/Allegiance:** Campaigns can divide gangs into sides, although this isn't used in all campaigns. Teams on the same side can still fight each other. ## Trading Post & Black Market Even if a campaign doesn’t use the Trading Post or Black Market, they are optional and can be included. ## Challenges Each gang can issue any number of challenges. - If declined, the stake is automatically claimed by the challenger. - Challenges may be declined without penalty by a gang that has received at least 1 challenge (this cycle). - Can use Rescue Mission to free Captives instead of nominating a Resource as the stake of a battle. The winner of the challenge takes control of the Resource at stake. If the result is a draw, the Resource is not transferred (remains uncontrolled or with the controlling gang). :::tip YAQ There are no official rules governing challenge management! ::: ## Campaign Phases and Cycles All campaigns are divided into 3 phases. Each phase lasts a number of cycles, which is an arbitrary amount of time that can be agreed upon. ### Phase 1 (3 Cycles) Each battle is rewarded by a single uncontrolled Resource. The gangs decide which currently available Resource is at stake when issuing and accepting challenges. ### Phase 2 (1 Cycle) Most campaigns complete the following steps. Note that some have an additional 5th step (these are detailed on the relevant campaign page), and Law & Misrule does not do step #2. #### 1. Fighters Recover Fighters are no longer In Recovery. #### 2. Captives Are Returned Any Captured fighters are released. The gang that had captured them receives half their credits value (rounding up to the nearest 5 credits). This is paid by friends and family, not the gang the Captured fighters belong to. #### 3. Experienced Juves Are Promoted Juves with 5+ Advancements are promoted to Champions. Their characteristics and credits value are unaffected, but their Type is changed. From now on, they are treated as a Champion in all respects. #### 4. Fresh Recruitment All gangs gain 250 credits to recruit new fighters and/or Hangers-on. These credits must be spent now and can't be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. :::tip YAQ Can only be spent on hangers-on, fighters and equipment for those fighters. Equipment can be purchased the same way as it is when founding the gang (can only be purchased from the House Equipment List, must be equipped to one of the fresh recruits) except there is no limitation on the number of special weapons you can get for your new gangers. ::: #### Side Battles After the effects of Downtime are applied, gangs can fight side battles. Fighters can earn Experience and suffer Lasting Injuries as normal, but no Income, Credits or Reputation is gained, awarded or earned. Instead, special rewards, an unique drug or custom Tactics cards can be created as rewards for winning side battles. ### Phase 3 (3 Cycles) Challengers nominate a Resource currently controlled by their opponent. ### Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs depending on campaign type that are listed on their respective campaign pages. A gang may earn more than one, and in case of a tie, no one is awarded it. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. ## Running a Campaign ### The Arbitrator A campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to: - Organise the players and making a list of all of the gangs involved in the campaign. - Keep track of victories. - Set the rules of the campaign, being clear around what house rules are in place. - Keep the players informed as to the progression of the campaign and keeping track of the control of the resources at stake. - Decide when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. - Offer guidance for the players and control any random events or elements. - Try to ensure that everyone has a fun, memorable campaign experience! :::info Yaktribe While not the only way to manage a campaign, the go-to standard is to use [Yaktribe](https://yaktribe.games/underhive) for all administration needs. Here players can create and maintain their gangs, and an arbitrator can create a campaign and add these gangs to it. It'll then allow players to maintain their progress, and do all the bookkeeping on battles, Territories, and leaderboards such as reputation, wealth or power. :::
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# 119. Street Fight _“Gorshiv you’re mine! Come closer if you are ready to end your miserable existence!”_ \- Athera, Champion of House Escher In this scenario, an intense fire fight takes place within the cramped confines of a settlement’s streets. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes). Should include narrow streets and many structures. ## Crews - Custom (6). Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Standard. ## Ramshackle Buildings _An intense firefight within the cramped confines of a settlement. The structures have seen better days._ All structures are considered Flimsy. When a Flimsy structure is destroyed by a vehicle collision, fighters on a structure within 3" of the destroyed structure must pass an Initiative check or become Pinned. ## 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 if only 1 gang remains (start of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Winner: 3D6x10. - Draw: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Leader (even if not taking part in the battle). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Streets Of Cinderak City If players wish, they may use this scenario to represent the street fighting as House Goliath moves in to take Cinderak City from House Escher. In order to do this, make the following changes: - One gang should be a Goliath gang made up of vehicles and transported fighters; the Goliath Mauler is especially appropriate. - The other gang should be made up of Escher fighters with limited vehicles, though Escher Cutters are fitting for them to use. :::
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['Sector Mechanicus', 'Ash Wastes', 'Succession Campaign Scenario', 'Vehicles', 'Narrative Scenario']
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# 119. Street Fight _“Gorshiv you’re mine! Come closer if you are ready to end your miserable existence!”_ \- Athera, Champion of House Escher In this scenario, an intense fire fight takes place within the cramped confines of a settlement’s streets. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes). Should include narrow streets and many structures. ## Crews - Custom (6). Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Standard. ## Ramshackle Buildings _An intense firefight within the cramped confines of a settlement. The structures have seen better days._ All structures are considered Flimsy. When a Flimsy structure is destroyed by a vehicle collision, fighters on a structure within 3" of the destroyed structure must pass an Initiative check or become Pinned. ## 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 if only 1 gang remains (start of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Winner: 3D6x10. - Draw: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Leader (even if not taking part in the battle). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Streets Of Cinderak City If players wish, they may use this scenario to represent the street fighting as House Goliath moves in to take Cinderak City from House Escher. In order to do this, make the following changes: - One gang should be a Goliath gang made up of vehicles and transported fighters; the Goliath Mauler is especially appropriate. - The other gang should be made up of Escher fighters with limited vehicles, though Escher Cutters are fitting for them to use. :::
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# Resurrection :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Resurrection Packs are optional rules that can be used when a fighter is killed (Memorable Death or untreated Critical Injury). Resurrection should be restricted to important fighters (for example Leaders and Champions). Players should agree when a fighter can be resurrected and what package to use (choose or randomize). It is recommended that each gang only has a single fighter with a Resurrection Package at a time and fighters only use the option once. There are a total of 8 Resurrection Packages to choose from. All Resurrection Packages has 3 special rules: - Benefits - Price - End Game ## Resurrection Packs ### 1. Archeo-Rebirth _A living piece of abominable technology has attached itself to the fighter's body, burrowing mecha-tendrils deep inside the flesh. Whatever dark technology is keeping the fighter alive has also burrowed its way into the brain. Eventually the fighter will become more machine than human and vanish into the underhive, never to be seen again._ #### Benefit Treat any Lasting Injuries that would reduce a characteristic (46, 51-56) as Out Cold (12-26). Make a note each time a Lasting Injury is avoided this way. #### Price When activated, roll a D6. If the result is equal to or less than the total number of times a Lasting Injury has been avoided, gain Insanity. #### End game If the fighter has ever avoided 6+ Lasting Injuries (Benefit), the fighter is removed. ### 2. A Debt of Blood _There are few things that create loyalty like the gift of unexpected life. The moment when souls believe they will plunge into the abyss but then find themselves still hanging by a thread is a moment that the powerful can use to create servants who will be loyal for the rest of their lives. For some it is a gunshot that they thought would end their lives but instead saw their killers dead at the hands of an angel with a smile and an offer. No matter what, a debt of blood is a path back to a life lived still at the end of a string._ #### Benefit Choose an Alliance (Criminal, Guild or Noble). The gang immediately enters into this alliance, forsaking all other allies. The gang will always have this alliance while the resurrected fighter is alive. Fighters gained from the allies: - Ignore the Band Apart rules. - Count as part of the resurrected fighter's gang. - Gain experience and suffer Lasting Injuries. #### Price - Must change alignment to match that of the alliance. - Can never voluntarily Test the Alliance. :::danger House Rule Only use alliances the gang could normally take. ::: #### End Game After each won battle, a fighter is removed from the gang (joins the allies). This can be the resurrected fighter or any other fighter (except hired guns or allied fighters). ### 3. Daemonic Possession _There is a supernatural horror that emanates from the fighter, infecting all around them. The Daemon within the fighter demands souls as it gets stronger. Once the Daemon has consumed its weak mortal vessel, it will no longer need the fighter and it breaks free. It is the will of the Dark Gods to bestow terrible gifts upon the servants._ #### Benefit - Gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill (if not having it). - Enemy fighters must pass a Cool test to target this fighter with ranged weapons. - Become Unsanctioned Psyker. - Can generate a random psychic power from the Chaos Cult psychic powers list. #### Price After every battle (whether the fighter took part or not), at least one of the following must be done: - The fighter performed a Coup de Grace (during the battle). - Sacrifice a friendly fighter (as if suffering a Memorable Death). - Lose 1 Toughness. The fighter dies for good when the Toughness is reduced to 0. #### End Game Each time the fighter takes a soul (performs a Coup de Grace or sacrifices a friendly fighter), make a note. After each battle, before deciding whether or not to sacrifice a friendly fighter, roll 2D6. If the result is equal to or lower than the number of souls the fighter has consumed, the fighter is immediately killed (as the Daemon breaks free). ### 4. Dark Pact _There are things that listen to the dreams and fears of mortals, things that live beyond the shadow line that separates reality from that which lies beyond. Some call these things gods, others call them Daemons. In the depths of Hive Primus there are those that whisper of the Seven Pale Spinners, the Burning Ones, the Lord of Skin and Sinew and the Horned Darkness. No matter their name, or why mortals call to them, there is one truth to them: they listen. And should a lost soul desire to live beyond their allotted span, the Daemons and gods can grant that last wish … for a price._ #### Benefit - Can perform a Dark Ritual (post-battle action) (as if part of a Chaos Cult). - If already part of a Chaos Cult, the fighter can add +2 to the result. - Become Unsanctioned Psyker. - Generate a random psychic power from the Chaos Cult psychic powers list. #### Price The gang can't sell Captives to the Guild and must instead sacrifice them to the Dark Gods just like a Chaos Cult. If already a Chaos Cult, this has no effect. The gang immediately becomes Outlaws. #### End Game After sacrificing 3 Captives, the fighter is transformed into a Spawn (the gang can retain it as if a Chaos Cult). ### 5. Cannibal Corpse _The fighter is inexorably driven to create more zombies. Eventually the entire egang will be disbanded, and all zombies wander off into the underhive looking for fresh meat..._ #### Benefit - Can't be Pinned. - Ignores Flesh Wounds. - Automatically passes any Cool tests. - Can activate normally while ablaze (still takes damage). :::danger House Rule When randomising new zombies, randomise from fighters who are not currently zombies! ::: #### Price - Can only ever perform a single action in each activation. - -4 hit modifier (except Melee or Versatile). - Must Charge or Coup de Grace if able. - Can't perform Group Activations with fighters who are not also zombies. #### End Game - After each battle, one random fighter in the gang becomes a zombie. - Zombies can't be deleted from the gang during the post-battle sequence. - The gang is disbanded once all fighters are zombies. ### 6. Revenant _Revenge is a power that can deny the dead the peace of the grave. Driven by immortal hate, the revenant is a figure who lives again to perform one deed alone: to pull those that wronged them into death with them._ #### Benefit Note down which enemy fighter responsible for the resurrected fighter's death. If the fighter wasn't killed by an enemy fighter, choose the Leader of the enemy gang the resurrected fighter was facing when dying. The resurrected fighter can re-roll failed hit and wound rolls, as well as injury dice, when attacking the chosen enemy. #### Price The fighter must try to kill their killer. Each time the gang doesn't face the enemy's gang in a battle (whether or not the chosen enemy is part of the opponent's crew), roll a 4+ or lose 1 Strength. The fighter dies for good when the Strength is reduced to 0. #### End Game If the resurrected fighter kills the chosen enemy (Memorable Death or untreated Critical Injury), the fighter retires and is removed from the gang. If the enemy is killed by someone else or retires, choose a new fighter from the enemy gang instead to be the chosen enemy. ### 7. Xenos-resurrection _There are always ways back from death open to those who are willing to leave their humanity behind. Each time an injury is avoided, the fighter becomes more alien. Eventually the fighter's humanity is consumed by the alien within and the fighter becomes something else entirely._ #### Benefit All Lasting Injuries except Memorable Death and Critical Injury counts as Out Cold (12-26) instead. Make a note each time a Lasting Injury is avoided this way. #### Price Each time a Lasting Injury is avoided, apply the following cumulative effects: - **1:** Can't use or benefit from Leading By Example. - **2:** Can't make or take part in Group Activations. - **3:** Can't be targeted by friendly Tactics. - **4+:** Other friendly fighters can never voluntarily be deployed or move within 3" of this fighter. #### End Game After surviving 4+ Lasting Injuries (since being resurrected), each time a new Lasting Injury is suffered, roll 2D6. If the result is equal to or lower than the current number of survived Lasting Injuries, the fighter immediately transforms into a Beast's Lair (or a different creature if other players agree), and will always attack the nearest fighters (friend & foe) on their activation (or move towards the nearest fighter if transforming into a different creature). After the battle, the fighter is permanently removed. ### 8. Skin-deep Doppelganger _The fighter is not quite the same and is following a personal secret agenda. Other members of the gang are a little unnerved by the Doppelganger. Remorphic aliens, witch-bred assassins, neuro-mimic cultists and other shape-changers may take the death of an individual as an opportunity to slip into the space left by the departed._ #### Benefit When resurrected, the fighter can alter any skill advances already received, effectively gaining back any spent experience points on skills and spending them again on new skills. When choosing skills (including the starting skill for Leader or Champion), choose from any skill category (not limited to those available to the gang). #### Price - Can't make or take part in Group Activations. - Can't use or benefit from Leading By Example. #### End Game After each battle the fighter takes part in, roll 3D6. If a double is rolled, the fighter goes Into Recovery (disappears for a battle). If a triple is rolled, the fighter is removed from the gang (vanishes entirely).
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# Resurrection :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Resurrection Packs are optional rules that can be used when a fighter is killed (Memorable Death or untreated Critical Injury). Resurrection should be restricted to important fighters (for example Leaders and Champions). Players should agree when a fighter can be resurrected and what package to use (choose or randomize). It is recommended that each gang only has a single fighter with a Resurrection Package at a time and fighters only use the option once. There are a total of 8 Resurrection Packages to choose from. All Resurrection Packages has 3 special rules: - Benefits - Price - End Game ## Resurrection Packs ### 1. Archeo-Rebirth _A living piece of abominable technology has attached itself to the fighter's body, burrowing mecha-tendrils deep inside the flesh. Whatever dark technology is keeping the fighter alive has also burrowed its way into the brain. Eventually the fighter will become more machine than human and vanish into the underhive, never to be seen again._ #### Benefit Treat any Lasting Injuries that would reduce a characteristic (46, 51-56) as Out Cold (12-26). Make a note each time a Lasting Injury is avoided this way. #### Price When activated, roll a D6. If the result is equal to or less than the total number of times a Lasting Injury has been avoided, gain Insanity. #### End game If the fighter has ever avoided 6+ Lasting Injuries (Benefit), the fighter is removed. ### 2. A Debt of Blood _There are few things that create loyalty like the gift of unexpected life. The moment when souls believe they will plunge into the abyss but then find themselves still hanging by a thread is a moment that the powerful can use to create servants who will be loyal for the rest of their lives. For some it is a gunshot that they thought would end their lives but instead saw their killers dead at the hands of an angel with a smile and an offer. No matter what, a debt of blood is a path back to a life lived still at the end of a string._ #### Benefit Choose an Alliance (Criminal, Guild or Noble). The gang immediately enters into this alliance, forsaking all other allies. The gang will always have this alliance while the resurrected fighter is alive. Fighters gained from the allies: - Ignore the Band Apart rules. - Count as part of the resurrected fighter's gang. - Gain experience and suffer Lasting Injuries. #### Price - Must change alignment to match that of the alliance. - Can never voluntarily Test the Alliance. :::danger House Rule Only use alliances the gang could normally take. ::: #### End Game After each won battle, a fighter is removed from the gang (joins the allies). This can be the resurrected fighter or any other fighter (except hired guns or allied fighters). ### 3. Daemonic Possession _There is a supernatural horror that emanates from the fighter, infecting all around them. The Daemon within the fighter demands souls as it gets stronger. Once the Daemon has consumed its weak mortal vessel, it will no longer need the fighter and it breaks free. It is the will of the Dark Gods to bestow terrible gifts upon the servants._ #### Benefit - Gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill (if not having it). - Enemy fighters must pass a Cool test to target this fighter with ranged weapons. - Become Unsanctioned Psyker. - Can generate a random psychic power from the Chaos Cult psychic powers list. #### Price After every battle (whether the fighter took part or not), at least one of the following must be done: - The fighter performed a Coup de Grace (during the battle). - Sacrifice a friendly fighter (as if suffering a Memorable Death). - Lose 1 Toughness. The fighter dies for good when the Toughness is reduced to 0. #### End Game Each time the fighter takes a soul (performs a Coup de Grace or sacrifices a friendly fighter), make a note. After each battle, before deciding whether or not to sacrifice a friendly fighter, roll 2D6. If the result is equal to or lower than the number of souls the fighter has consumed, the fighter is immediately killed (as the Daemon breaks free). ### 4. Dark Pact _There are things that listen to the dreams and fears of mortals, things that live beyond the shadow line that separates reality from that which lies beyond. Some call these things gods, others call them Daemons. In the depths of Hive Primus there are those that whisper of the Seven Pale Spinners, the Burning Ones, the Lord of Skin and Sinew and the Horned Darkness. No matter their name, or why mortals call to them, there is one truth to them: they listen. And should a lost soul desire to live beyond their allotted span, the Daemons and gods can grant that last wish … for a price._ #### Benefit - Can perform a Dark Ritual (post-battle action) (as if part of a Chaos Cult). - If already part of a Chaos Cult, the fighter can add +2 to the result. - Become Unsanctioned Psyker. - Generate a random psychic power from the Chaos Cult psychic powers list. #### Price The gang can't sell Captives to the Guild and must instead sacrifice them to the Dark Gods just like a Chaos Cult. If already a Chaos Cult, this has no effect. The gang immediately becomes Outlaws. #### End Game After sacrificing 3 Captives, the fighter is transformed into a Spawn (the gang can retain it as if a Chaos Cult). ### 5. Cannibal Corpse _The fighter is inexorably driven to create more zombies. Eventually the entire egang will be disbanded, and all zombies wander off into the underhive looking for fresh meat..._ #### Benefit - Can't be Pinned. - Ignores Flesh Wounds. - Automatically passes any Cool tests. - Can activate normally while ablaze (still takes damage). :::danger House Rule When randomising new zombies, randomise from fighters who are not currently zombies! ::: #### Price - Can only ever perform a single action in each activation. - -4 hit modifier (except Melee or Versatile). - Must Charge or Coup de Grace if able. - Can't perform Group Activations with fighters who are not also zombies. #### End Game - After each battle, one random fighter in the gang becomes a zombie. - Zombies can't be deleted from the gang during the post-battle sequence. - The gang is disbanded once all fighters are zombies. ### 6. Revenant _Revenge is a power that can deny the dead the peace of the grave. Driven by immortal hate, the revenant is a figure who lives again to perform one deed alone: to pull those that wronged them into death with them._ #### Benefit Note down which enemy fighter responsible for the resurrected fighter's death. If the fighter wasn't killed by an enemy fighter, choose the Leader of the enemy gang the resurrected fighter was facing when dying. The resurrected fighter can re-roll failed hit and wound rolls, as well as injury dice, when attacking the chosen enemy. #### Price The fighter must try to kill their killer. Each time the gang doesn't face the enemy's gang in a battle (whether or not the chosen enemy is part of the opponent's crew), roll a 4+ or lose 1 Strength. The fighter dies for good when the Strength is reduced to 0. #### End Game If the resurrected fighter kills the chosen enemy (Memorable Death or untreated Critical Injury), the fighter retires and is removed from the gang. If the enemy is killed by someone else or retires, choose a new fighter from the enemy gang instead to be the chosen enemy. ### 7. Xenos-resurrection _There are always ways back from death open to those who are willing to leave their humanity behind. Each time an injury is avoided, the fighter becomes more alien. Eventually the fighter's humanity is consumed by the alien within and the fighter becomes something else entirely._ #### Benefit All Lasting Injuries except Memorable Death and Critical Injury counts as Out Cold (12-26) instead. Make a note each time a Lasting Injury is avoided this way. #### Price Each time a Lasting Injury is avoided, apply the following cumulative effects: - **1:** Can't use or benefit from Leading By Example. - **2:** Can't make or take part in Group Activations. - **3:** Can't be targeted by friendly Tactics. - **4+:** Other friendly fighters can never voluntarily be deployed or move within 3" of this fighter. #### End Game After surviving 4+ Lasting Injuries (since being resurrected), each time a new Lasting Injury is suffered, roll 2D6. If the result is equal to or lower than the current number of survived Lasting Injuries, the fighter immediately transforms into a Beast's Lair (or a different creature if other players agree), and will always attack the nearest fighters (friend & foe) on their activation (or move towards the nearest fighter if transforming into a different creature). After the battle, the fighter is permanently removed. ### 8. Skin-deep Doppelganger _The fighter is not quite the same and is following a personal secret agenda. Other members of the gang are a little unnerved by the Doppelganger. Remorphic aliens, witch-bred assassins, neuro-mimic cultists and other shape-changers may take the death of an individual as an opportunity to slip into the space left by the departed._ #### Benefit When resurrected, the fighter can alter any skill advances already received, effectively gaining back any spent experience points on skills and spending them again on new skills. When choosing skills (including the starting skill for Leader or Champion), choose from any skill category (not limited to those available to the gang). #### Price - Can't make or take part in Group Activations. - Can't use or benefit from Leading By Example. #### End Game After each battle the fighter takes part in, roll 3D6. If a double is rolled, the fighter goes Into Recovery (disappears for a battle). If a triple is rolled, the fighter is removed from the gang (vanishes entirely).
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# Ash Wastes Special Rules :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: _As dangerous as the depths of the underhive can be, any hiver will tell you they are preferable to braving the wastes. Forgetting for a moment that there is no ceiling out there, it is an environment that can change as swiftly as the direction of the wind; one minute, yellow rolling skies promising safe(ish) travel, and the next, ash storms strong enough to hurl a dune crawler a hundred metres into the air. To live, fight and die in the wastes means doing so under a blanket of ever- changing ashen clouds and on ground that could open up and swallow you at any moment. Nonetheless, the wastes still draw countless gangs and guilders with the promise of wealth and lost tech._ _Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: **Region** and **Season**._ _Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes._ _Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons._ ## Battlefield Conditions After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played. - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the Region and Season tables. - Gangs can agree to choose specific effects to use. If players want a more reliable outcomes they can either choose Region and Season and their effects or roll to determine Region and Season, then count the specific affect as if rolling a 6-8. ## Battlefield Surface The battlefield surface is the ground level of the battlefield. Any changes to the surface do not apply to: - Terrain. - Elevated areas. - Roads. ## Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to the other. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. Recommendations: - 1+ roads, 6"-8" wide, running from one battlefield edge to another. ## Visibility (X") _In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements._ - Models cannot be targeted outside X" (includes charges). - All weapons use Long Range accuracy (regardless of actual distance). - Affects where terrain can be placed when coming into view (Rolling Roads). - Any effect that ignores or modifies Pitch Black also affects Visibility. :::info There are two ways to determine the Regions and Season: a simplified - and more predictable - version, from Book of the Outlands, and a more advanced - and lethal - version from the Ash Wastes rulebook. To use the simplified version, simply roll a D3 on the simplified tables, and for the advanced, roll a D3 and then 2D6 on the advanced tables. Players and Arbitrators should feel free to use whichever set of rules they prefer. ::: ## Regions _The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant or those who have never seen them believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamondhard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes._ Regions affect the battlefield surface which in turn will affect fighters on the battlefield surface. The resource at stake will determine the Region, otherwise randomize (D3): 1. Near Wastes. 1. Deep Wastes. 1. Wild Wastes. ### Simplified Regions Table | D3 | Region | Effect | | --- | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Near Wastes | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 2 | Deep Wastes | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" upon the Battlefield Surface during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 3 | Wild Wastes | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | ### Regions Tables (Advanced) #### 1. Near Wastes | 2D6 | Condition | Effect | | ---- | :------------- | :------------------------------------------------------------------------------------------ | | 2 | Sand Traps: | Fighters: Horrors in the Dark. Vehicles: Difficult terrain. | | 3-5 | Broken Ground: | Vehicles: Difficult terrain. | | 6-8 | Open Ground: | Open terrain. | | 9-11 | Rocky Fields: | Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain. | | 12 | Sunken Ruins: | Dangerous & difficult terrain. | #### 2. Deep Wastes | 2D6 | Condition | Effect | | ---- | :-------------- | :----------------------------------------------------------------------------------------------------------------------------------- | | 2 | Ancient Roads: | Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads). | | 3-5 | Shifting Dunes: | Difficult terrain. Models suffer a Wound if not moving (during the activation). | | 6-8 | Rolling Ash: | Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the Alarm (Sneak Attack: Sentries). | | 9-11 | High Dunes: | If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the following hit: S4 Blast (5"). | | 12 | Burning Wastes: | When shooting a weapon, roll a 2+ or suffer Blaze. | #### 3. Wild Wastes | 2D6 | Condition | Effect | | ---- | :------------ | :----------------------------------------------------------------------------------------------------------------- | | 2 | Acid Plains: | Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit. | | 3-5 | Toxic River: | Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain. | | 6-8 | Dead Seabed: | Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield. | | 9-11 | Crystal Maze: | If moving more than 6", pass an Intelligence test or suffer Insanity. | | 12 | Sea of Glass: | +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next activation. | ## Seasons _On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes._ The season depends on the phase & cycle of your campaign, otherwise randomize with a D3. ### 1. Season of Flame. _As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long._ #### 2. Season of Ash. _When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover._ #### 3. Changing Seasons. _Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range from rust storms filling the air with the fragmented remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash._ ### Simplified Seasons | D3 | Season | | | --- | :------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Flame | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. | | 2 | Ash | **Ash Clouds:** Thick ash clouds press down upon the battlefield, meaning the Visibility (12") rule is in effect. | | 3 | Changing | **Wild Weather:** The weather is wild and unpredictable, with dust clouds rolling in with no warning. The Visibility (X") rule is in effect; to determine the value of X, at the start of each round before rolling for Initiative, roll a D3 and multiply the result by 6 (giving a result of either 6, 12 or 18"). | ### Seasons Tables (Advanced) #### 1. Season of Flame | 2D6 | Weather | | | ---- | :-------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | Thermal Thunder: | Visibility (18"). When activating, roll a 2+ or suffer a S5 hit. | | 3-5 | Soaring Temperatures: | Visibility (24"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Yellow Skies: | - | | 9-11 | Boiling Wind: | Visibility (24"). Fighters with armour save 6+ or worse suffer a S4 hit after the activation. | | 12 | Firestorm: | Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze (normally 4+ to catch fire). | #### 2. Season of Ash | 2D6 | Weather | | | ---- | :------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | Ash Cyclone: | Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end touched by the Blast becomes Pinned. | | 3-5 | Choking Gloom: | Visibility (12"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Ash Clouds: | Visibility (18"). | | 9-11 | Caustic Winds: | Visibility (12"). All hits improve AP by 1. | | 12 | Great Storm: | Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the movement. Movement away from that edge is halved. In each End phase, all models are moved D6" directly away from the edge (roll separately per model). | #### 3. Changing Seasons | 2D6 | Weather | | | | ---- | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | | 2 | Rust Storm: | Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or become Pinned. | | 3-5 | Perpetual Dark: | Pitch Black. | | 6-8 | Blinding Rays: | Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or suffer Flash:<ul><li>If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).</li><li>Reaction attacks only hit on 6+ (before modifiers).</li><li>No other attacks can be made until the next activation.</li></ul> | | 9-11 | A Year in a Day: | Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round: <ul><li>Season of Flame (D6). </li><li>Season of Ash (D6).</li></ul> | | 12 | Rad Storm: | At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or enclosed structure suffer a Flesh Wound. | ## Rolling Roads _Often, 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._ Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides _Roads across the ash wastes take many different forms, form deep valleys, to wide open ash flats, to precarious bridges going over deep crevasses._ Battlefield sides can have the following special rules: - **Impassable Sides:** Models cannot voluntarily move off the sides. If a vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/rules/movement#colliding-with-terrain). - **Cliff Sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash 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 modifiers until it is activated again. #### Rolling Road Phase At the start of each End phase, the Rolling Road phase happens. Resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary/Stalled: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with a Move characteristic of at least 7" can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Any available and suitable terrain piece can be placed. - If no Visibility limit, terrain must be placed touching the Leading Edge. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - At least 3" from any model or terrain. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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2024-06-13 20:34:24.508078
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# Ash Wastes Special Rules :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: _As dangerous as the depths of the underhive can be, any hiver will tell you they are preferable to braving the wastes. Forgetting for a moment that there is no ceiling out there, it is an environment that can change as swiftly as the direction of the wind; one minute, yellow rolling skies promising safe(ish) travel, and the next, ash storms strong enough to hurl a dune crawler a hundred metres into the air. To live, fight and die in the wastes means doing so under a blanket of ever- changing ashen clouds and on ground that could open up and swallow you at any moment. Nonetheless, the wastes still draw countless gangs and guilders with the promise of wealth and lost tech._ _Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: **Region** and **Season**._ _Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes._ _Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons._ ## Battlefield Conditions After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played. - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the Region and Season tables. - Gangs can agree to choose specific effects to use. If players want a more reliable outcomes they can either choose Region and Season and their effects or roll to determine Region and Season, then count the specific affect as if rolling a 6-8. ## Battlefield Surface The battlefield surface is the ground level of the battlefield. Any changes to the surface do not apply to: - Terrain. - Elevated areas. - Roads. ## Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to the other. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. Recommendations: - 1+ roads, 6"-8" wide, running from one battlefield edge to another. ## Visibility (X") _In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements._ - Models cannot be targeted outside X" (includes charges). - All weapons use Long Range accuracy (regardless of actual distance). - Affects where terrain can be placed when coming into view (Rolling Roads). - Any effect that ignores or modifies Pitch Black also affects Visibility. :::info There are two ways to determine the Regions and Season: a simplified - and more predictable - version, from Book of the Outlands, and a more advanced - and lethal - version from the Ash Wastes rulebook. To use the simplified version, simply roll a D3 on the simplified tables, and for the advanced, roll a D3 and then 2D6 on the advanced tables. Players and Arbitrators should feel free to use whichever set of rules they prefer. ::: ## Regions _The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant or those who have never seen them believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamondhard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes._ Regions affect the battlefield surface which in turn will affect fighters on the battlefield surface. The resource at stake will determine the Region, otherwise randomize (D3): 1. Near Wastes. 1. Deep Wastes. 1. Wild Wastes. ### Simplified Regions Table | D3 | Region | Effect | | --- | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Near Wastes | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 2 | Deep Wastes | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" upon the Battlefield Surface during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 3 | Wild Wastes | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | ### Regions Tables (Advanced) #### 1. Near Wastes | 2D6 | Condition | Effect | | ---- | :------------- | :------------------------------------------------------------------------------------------ | | 2 | Sand Traps: | Fighters: Horrors in the Dark. Vehicles: Difficult terrain. | | 3-5 | Broken Ground: | Vehicles: Difficult terrain. | | 6-8 | Open Ground: | Open terrain. | | 9-11 | Rocky Fields: | Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain. | | 12 | Sunken Ruins: | Dangerous & difficult terrain. | #### 2. Deep Wastes | 2D6 | Condition | Effect | | ---- | :-------------- | :----------------------------------------------------------------------------------------------------------------------------------- | | 2 | Ancient Roads: | Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads). | | 3-5 | Shifting Dunes: | Difficult terrain. Models suffer a Wound if not moving (during the activation). | | 6-8 | Rolling Ash: | Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the Alarm (Sneak Attack: Sentries). | | 9-11 | High Dunes: | If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the following hit: S4 Blast (5"). | | 12 | Burning Wastes: | When shooting a weapon, roll a 2+ or suffer Blaze. | #### 3. Wild Wastes | 2D6 | Condition | Effect | | ---- | :------------ | :----------------------------------------------------------------------------------------------------------------- | | 2 | Acid Plains: | Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit. | | 3-5 | Toxic River: | Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain. | | 6-8 | Dead Seabed: | Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield. | | 9-11 | Crystal Maze: | If moving more than 6", pass an Intelligence test or suffer Insanity. | | 12 | Sea of Glass: | +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next activation. | ## Seasons _On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes._ The season depends on the phase & cycle of your campaign, otherwise randomize with a D3. ### 1. Season of Flame. _As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long._ #### 2. Season of Ash. _When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover._ #### 3. Changing Seasons. _Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range from rust storms filling the air with the fragmented remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash._ ### Simplified Seasons | D3 | Season | | | --- | :------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Flame | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. | | 2 | Ash | **Ash Clouds:** Thick ash clouds press down upon the battlefield, meaning the Visibility (12") rule is in effect. | | 3 | Changing | **Wild Weather:** The weather is wild and unpredictable, with dust clouds rolling in with no warning. The Visibility (X") rule is in effect; to determine the value of X, at the start of each round before rolling for Initiative, roll a D3 and multiply the result by 6 (giving a result of either 6, 12 or 18"). | ### Seasons Tables (Advanced) #### 1. Season of Flame | 2D6 | Weather | | | ---- | :-------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | Thermal Thunder: | Visibility (18"). When activating, roll a 2+ or suffer a S5 hit. | | 3-5 | Soaring Temperatures: | Visibility (24"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Yellow Skies: | - | | 9-11 | Boiling Wind: | Visibility (24"). Fighters with armour save 6+ or worse suffer a S4 hit after the activation. | | 12 | Firestorm: | Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze (normally 4+ to catch fire). | #### 2. Season of Ash | 2D6 | Weather | | | ---- | :------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | Ash Cyclone: | Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end touched by the Blast becomes Pinned. | | 3-5 | Choking Gloom: | Visibility (12"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Ash Clouds: | Visibility (18"). | | 9-11 | Caustic Winds: | Visibility (12"). All hits improve AP by 1. | | 12 | Great Storm: | Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the movement. Movement away from that edge is halved. In each End phase, all models are moved D6" directly away from the edge (roll separately per model). | #### 3. Changing Seasons | 2D6 | Weather | | | | ---- | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | | 2 | Rust Storm: | Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or become Pinned. | | 3-5 | Perpetual Dark: | Pitch Black. | | 6-8 | Blinding Rays: | Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or suffer Flash:<ul><li>If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).</li><li>Reaction attacks only hit on 6+ (before modifiers).</li><li>No other attacks can be made until the next activation.</li></ul> | | 9-11 | A Year in a Day: | Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round: <ul><li>Season of Flame (D6). </li><li>Season of Ash (D6).</li></ul> | | 12 | Rad Storm: | At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or enclosed structure suffer a Flesh Wound. | ## Rolling Roads _Often, 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._ Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides _Roads across the ash wastes take many different forms, form deep valleys, to wide open ash flats, to precarious bridges going over deep crevasses._ Battlefield sides can have the following special rules: - **Impassable Sides:** Models cannot voluntarily move off the sides. If a vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/rules/movement#colliding-with-terrain). - **Cliff Sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash 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 modifiers until it is activated again. #### Rolling Road Phase At the start of each End phase, the Rolling Road phase happens. Resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary/Stalled: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with a Move characteristic of at least 7" can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Any available and suitable terrain piece can be placed. - If no Visibility limit, terrain must be placed touching the Leading Edge. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - At least 3" from any model or terrain. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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# Terrain _Source: Necromunda Core Rulebook (2023)_ Terrain plays a vitally important role in Necromunda. Not only does it provide a dense and challenging battlefield for gangs to fight over, but it also instils battles with the character of the world in which those gangs exist. How terrain can impact the game and the rules governing specific terrain features will be presented elsewhere within this book. For example, the ways in which terrain can hamper movement is dealt with in the Movement section. There are, however, a few features that should be dealt with here as general principles. **Impassable Terrain:** Any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of wall, vertiginous rock formations or towering vats of molten metal. Impassable terrain cannot, as the name suggests, be moved through or over. **Walls:** Walls are almost always considered impassable terrain. On a battlefield of only one level, it is assumed that at the top of each wall sits a ceiling, preventing fighters from climbing over a wall. However, on a battlefield that covers multiple levels, featuring ladders, staircases and even lifts, it is possible for fighters to scale and even climb over walls. **Solid Terrain Features:** Particularly solid terrain features are treated similarly to walls. Any terrain designated as solid when setting up the battlefield is considered impassable, as described above. **Doors:** These come in various sizes, but their rules are the same regardless of size – they are set up as part of the pre-battle sequence. By default, all doors are closed at the start of a battle, unless a scenario specifies otherwise. Closed doors are considered impassable terrain. They cannot be moved through and block both line of sight and measurement in the same way as walls and solid terrain as described previously. Any fighter may open a closed door or close an open door by performing an [Operate Door (Simple)](/docs/the-rules/fighter-actions#operate-door-simple) action during their activation. If a door opens or closes within 1" of a [booby trap](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), it may be triggered. Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds, it is removed from the battlefield. **Locked Doors & Terminals:** When a door is set up during the pre-battle sequence, two door terminals may be placed, one on either side of the door, touching the wall within 1" of it. The presence of a door terminal indicates that the door is locked and very secure indeed! A fighter cannot perform an Operate Door (Simple) action against a locked door. Instead, they must perform an [Access Terminal (Basic)](/docs/the-rules/fighter-actions#access-terminal-basic) action or a [Force Door (Basic)](/docs/the-rules/fighter-actions#force-door-basic) action in order to unlock the door. Once a locked door has been opened in this way, it remains unlocked for the remainder of the battle. In a scenario where one gang is the attacker and the other gang the defender, the defender is assumed to have the access codes for any locked doors, and can make an Operate Door (Simple) action on themas normal. **Obstacles & Structures:** Obstacles are any free standing terrain features measuring no more than 2" high and no more than 2" across, although they may be far longer, such as barricades, barrels and pipelines. Structures are any terrain features measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Structures may feature many different levels, platforms and walkways on which fighters may be placed. Structures may be further classified as being ‘sturdy’ or ‘flimsy’. Sturdy structures cannot be knocked down by vehicles (see [Vehicle Impacts: Colliding With Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain)). Both obstacles and structures may interrupt line of sight and offer cover to models as described previously and in the shooting rules. Fighters may climb over obstacles or up onto structures as described in the Movement rules, but players should be aware that movement may be reduced or not possible in some cases.
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# Terrain _Source: Necromunda Core Rulebook (2023)_ Terrain plays a vitally important role in Necromunda. Not only does it provide a dense and challenging battlefield for gangs to fight over, but it also instils battles with the character of the world in which those gangs exist. How terrain can impact the game and the rules governing specific terrain features will be presented elsewhere within this book. For example, the ways in which terrain can hamper movement is dealt with in the Movement section. There are, however, a few features that should be dealt with here as general principles. **Impassable Terrain:** Any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of wall, vertiginous rock formations or towering vats of molten metal. Impassable terrain cannot, as the name suggests, be moved through or over. **Walls:** Walls are almost always considered impassable terrain. On a battlefield of only one level, it is assumed that at the top of each wall sits a ceiling, preventing fighters from climbing over a wall. However, on a battlefield that covers multiple levels, featuring ladders, staircases and even lifts, it is possible for fighters to scale and even climb over walls. **Solid Terrain Features:** Particularly solid terrain features are treated similarly to walls. Any terrain designated as solid when setting up the battlefield is considered impassable, as described above. **Doors:** These come in various sizes, but their rules are the same regardless of size – they are set up as part of the pre-battle sequence. By default, all doors are closed at the start of a battle, unless a scenario specifies otherwise. Closed doors are considered impassable terrain. They cannot be moved through and block both line of sight and measurement in the same way as walls and solid terrain as described previously. Any fighter may open a closed door or close an open door by performing an [Operate Door (Simple)](/docs/the-rules/fighter-actions#operate-door-simple) action during their activation. If a door opens or closes within 1" of a [booby trap](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), it may be triggered. Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds, it is removed from the battlefield. **Locked Doors & Terminals:** When a door is set up during the pre-battle sequence, two door terminals may be placed, one on either side of the door, touching the wall within 1" of it. The presence of a door terminal indicates that the door is locked and very secure indeed! A fighter cannot perform an Operate Door (Simple) action against a locked door. Instead, they must perform an [Access Terminal (Basic)](/docs/the-rules/fighter-actions#access-terminal-basic) action or a [Force Door (Basic)](/docs/the-rules/fighter-actions#force-door-basic) action in order to unlock the door. Once a locked door has been opened in this way, it remains unlocked for the remainder of the battle. In a scenario where one gang is the attacker and the other gang the defender, the defender is assumed to have the access codes for any locked doors, and can make an Operate Door (Simple) action on themas normal. **Obstacles & Structures:** Obstacles are any free standing terrain features measuring no more than 2" high and no more than 2" across, although they may be far longer, such as barricades, barrels and pipelines. Structures are any terrain features measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Structures may feature many different levels, platforms and walkways on which fighters may be placed. Structures may be further classified as being ‘sturdy’ or ‘flimsy’. Sturdy structures cannot be knocked down by vehicles (see [Vehicle Impacts: Colliding With Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain)). Both obstacles and structures may interrupt line of sight and offer cover to models as described previously and in the shooting rules. Fighters may climb over obstacles or up onto structures as described in the Movement rules, but players should be aware that movement may be reduced or not possible in some cases.
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# Delegation Gangs _Source: Book of the Outcast_ _When an individual decides, or is forced, to become an outcast they do not always go alone. Although rare, it is not unheard of for their fellow brothers and sisters in arms to join them._ Necromunda boasts a variety of unique fighters dedicated to the various factions of Necromunda found in a variety of books. Some of these can be adapted into Underhive Outcasts gangs, allowing players to create a gang based upon a Guild, Criminal or Noble Delegation. If the player wishes, and the campaign Arbitrator agrees, players can use such a Delegation as the heart of their Underhive Outcasts gang as follows: - Choose one of the Delegations listed below and deduct their cost from your starting Stash (note that costs for individual fighters are included for the purposes of the gang roster and Fighter cards – you cannot hire them separately). Some Delegations are single models (such as Fallen Nobles) and as such should be added using the rules for Elevating a Fighter to Leader Status. - Add the Delegation’s fighters to your gang roster with the equipment listed in the Delegation’s entry. During a campaign, they have the same equipment restrictions as an Underhive Outcasts fighter of the same rank. - The Delegation Leader must be given an Affiliation to match their Delegation type (see page 19). - The Delegation Leader and any Champions must be given Archetypes (see page 26). - The Delegation Leader and any Champions gain the Tools of the Trade special rule (see page 18) and can perform post-battle actions. - The remainder of your Stash may be spent as normal on Underhive Outcasts fighters; they all count as members of the Delegation for rules purposes (note that you can still only have one Leader and the limit on the number of Champions still applies). - If an Underhive Outcasts Delegation ganger becomes a Specialist, they have access to the same skill sets as an Underhive Outcasts Specialist. - An Underhive Outcasts Delegation gang cannot form any Alliances. #### Pyromantic Conclave **450 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Pyrocaen Lord](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pyrocaen-lord-leader---guild-procurator) | Leader | 1 | 140 | | [Pyromagir](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pyromagir-champion---guild-factotum) | Champion | 1 | 220 | | [Cynder](/docs/gangs/gang-additions/alliances/merchant-guilds#2-cynders-gangers---bodyguard) | Ganger | 2 | 45 | #### House Catallus Carnival **320 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Masked Killer](/docs/gangs/gang-additions/alliances/noble-houses#1-masked-killer-leader) | Leader | 1 | 245 | | [Mindfrayed](/docs/gangs/gang-additions/alliances/noble-houses#1-mindfrayed-ganger) | Ganger | 1 | 75 | #### Smuggler Shore Party **600 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Cold Trader](/docs/gangs/gang-additions/alliances/criminals#1-cold-trader-leader) | Leader | 1 | 215 | | [Bosun](/docs/gangs/gang-additions/alliances/criminals#1-bosun-champion) | Champion | 1 | 85 | | [Void Born Scum](/docs/gangs/gang-additions/alliances/criminals#2-void-born-scum-gangers---bodyguard) | Ganger | 2 | 150 | #### Nautican Syphoning Delegation **435 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Master Nautican](/docs/gangs/gang-additions/alliances/merchant-guilds#1-master-nautican-leader---guild-procurator) | Leader | 1 | 185 | | [Syphonite](/docs/gangs/gang-additions/alliances/merchant-guilds#1-syphonite-champion---guild-factotum) | Champion | 1 | 90 | | [Subnautican](/docs/gangs/gang-additions/alliances/merchant-guilds#1-subnautican-gangers---bodyguard) | Ganger | 1 | 160 | #### House Ulanti Court Advisor **460 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Ulanti Courtier](/docs/gangs/gang-additions/alliances/noble-houses#1-courtier-leader) | Leader | 1 | 235 | | [Mirror Mask](/docs/gangs/gang-additions/alliances/noble-houses#1-mirror-mask-champion) | Champion | 1 | 225 | #### Slaver Entourage **710 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Chain Lord](/docs/gangs/gang-additions/alliances/merchant-guilds#1-chain-lord-leader---guild-procurator) | Leader | 1 | 280 | | [Shakleman](/docs/gangs/gang-additions/alliances/merchant-guilds#1-shakleman-champion---guild-factotum) | Champion | 1 | 190 | | [Pit Fighter](/docs/gangs/gang-additions/alliances/merchant-guilds#2-pit-fighters-gangers---bodyguard) | Ganger | 2 | 120 | #### House Greim Military Attache **330 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Krieg Mester](/docs/gangs/gang-additions/alliances/noble-houses#1-krieg-master-leader) | Leader | 1 | 240 | | [Jagerkin](/docs/gangs/gang-additions/alliances/noble-houses#1-jagerkin-ganger) | Ganger | 1 | 90 | #### Corpse Harvesting Party **550 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Pale Consort](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pale-consort-leader---guild-procurator) | Leader | 1 | 160 | | [Bone Scrivener](/docs/gangs/gang-additions/alliances/merchant-guilds#1-bone-scrivener-champion---guild-factotum) | Champion | 1 | 120 | | [Corpse Grinder](/docs/gangs/gang-additions/alliances/merchant-guilds#2-corpse-grinders-gangers---bodyguard) | Ganger | 2 | 135 | #### Factoria Work Gang **315 Credits** | Fighter | Gang Rank | Number | Credits (each) | | -------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Factoria Overseer](/docs/gangs/gang-additions/alliances/criminals#1-factoria-overseer-leader) | Leader | 1 | 160 | | [Work Party Boss](/docs/gangs/gang-additions/alliances/criminals#1-work-party-boss-champion) | Champion | 1 | 80 | | [Factoria Worker](/docs/gangs/gang-additions/alliances/criminals#3-factoria-workers-gangers---bodyguard) | Ganger | 3 | 25 | #### House Ko’Iron Ministorum Delegation **500 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------------------ | --------- | ------ | -------------- | | [Prime Materis](/docs/gangs/gang-additions/alliances/noble-houses#prima-materis-leader) | Leader | 1 | 300 | | [Frateris Bodyguard](/docs/gangs/gang-additions/alliances/noble-houses#2-frateris-gangers---bodyguard) | Ganger | 2 | 100 | #### Toll Collectors **520 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Master of Coin](/docs/gangs/gang-additions/alliances/merchant-guilds#1-master-of-coin-leader---guild-procurator) | Leader | 1 | 245 | | [Skinflint](/docs/gangs/gang-additions/alliances/merchant-guilds#1-skinflint-champion---guild-factotum) | Champion | 1 | 125 | | [Groveller](/docs/gangs/gang-additions/alliances/merchant-guilds#2-grovellers-gangers---bodyguard) | Ganger | 2 | 75 | #### House Ran Lo Auditing Conclave **370 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Ran Lo Auditor](/docs/gangs/gang-additions/alliances/noble-houses#1-auditor-leader) | Leader | 1 | 180 | | [Gelt-scrivener](/docs/gangs/gang-additions/alliances/noble-houses#1-gelt-scrivener-ganger) | Ganger | 1 | 190 | #### House Ty Onmyodo Coven **300 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Onmyodo Telepath](/docs/gangs/gang-additions/alliances/noble-houses#1-onmyodo-telepath-leader) | Leader | 1 | 125 | | [Onmyodo Null](/docs/gangs/gang-additions/alliances/noble-houses#1-onmyodo-null-ganger) | Ganger | 1 | 175 | :::info Gorvos Twins (Twins of the Two Tunnels) An Outcast gang can have the following set up: - Gaen Gorvos: Leader with Mastermind (skill set). - Vunder Gorvos: Champion with Survivor (skill set). - Affiliation: Recidivist (Criminal Organisation). - Gunk Bombs: All members of the gang can take Gunk Bombs for 20 credits. :::
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# Delegation Gangs _Source: Book of the Outcast_ _When an individual decides, or is forced, to become an outcast they do not always go alone. Although rare, it is not unheard of for their fellow brothers and sisters in arms to join them._ Necromunda boasts a variety of unique fighters dedicated to the various factions of Necromunda found in a variety of books. Some of these can be adapted into Underhive Outcasts gangs, allowing players to create a gang based upon a Guild, Criminal or Noble Delegation. If the player wishes, and the campaign Arbitrator agrees, players can use such a Delegation as the heart of their Underhive Outcasts gang as follows: - Choose one of the Delegations listed below and deduct their cost from your starting Stash (note that costs for individual fighters are included for the purposes of the gang roster and Fighter cards – you cannot hire them separately). Some Delegations are single models (such as Fallen Nobles) and as such should be added using the rules for Elevating a Fighter to Leader Status. - Add the Delegation’s fighters to your gang roster with the equipment listed in the Delegation’s entry. During a campaign, they have the same equipment restrictions as an Underhive Outcasts fighter of the same rank. - The Delegation Leader must be given an Affiliation to match their Delegation type (see page 19). - The Delegation Leader and any Champions must be given Archetypes (see page 26). - The Delegation Leader and any Champions gain the Tools of the Trade special rule (see page 18) and can perform post-battle actions. - The remainder of your Stash may be spent as normal on Underhive Outcasts fighters; they all count as members of the Delegation for rules purposes (note that you can still only have one Leader and the limit on the number of Champions still applies). - If an Underhive Outcasts Delegation ganger becomes a Specialist, they have access to the same skill sets as an Underhive Outcasts Specialist. - An Underhive Outcasts Delegation gang cannot form any Alliances. #### Pyromantic Conclave **450 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Pyrocaen Lord](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pyrocaen-lord-leader---guild-procurator) | Leader | 1 | 140 | | [Pyromagir](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pyromagir-champion---guild-factotum) | Champion | 1 | 220 | | [Cynder](/docs/gangs/gang-additions/alliances/merchant-guilds#2-cynders-gangers---bodyguard) | Ganger | 2 | 45 | #### House Catallus Carnival **320 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Masked Killer](/docs/gangs/gang-additions/alliances/noble-houses#1-masked-killer-leader) | Leader | 1 | 245 | | [Mindfrayed](/docs/gangs/gang-additions/alliances/noble-houses#1-mindfrayed-ganger) | Ganger | 1 | 75 | #### Smuggler Shore Party **600 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Cold Trader](/docs/gangs/gang-additions/alliances/criminals#1-cold-trader-leader) | Leader | 1 | 215 | | [Bosun](/docs/gangs/gang-additions/alliances/criminals#1-bosun-champion) | Champion | 1 | 85 | | [Void Born Scum](/docs/gangs/gang-additions/alliances/criminals#2-void-born-scum-gangers---bodyguard) | Ganger | 2 | 150 | #### Nautican Syphoning Delegation **435 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Master Nautican](/docs/gangs/gang-additions/alliances/merchant-guilds#1-master-nautican-leader---guild-procurator) | Leader | 1 | 185 | | [Syphonite](/docs/gangs/gang-additions/alliances/merchant-guilds#1-syphonite-champion---guild-factotum) | Champion | 1 | 90 | | [Subnautican](/docs/gangs/gang-additions/alliances/merchant-guilds#1-subnautican-gangers---bodyguard) | Ganger | 1 | 160 | #### House Ulanti Court Advisor **460 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Ulanti Courtier](/docs/gangs/gang-additions/alliances/noble-houses#1-courtier-leader) | Leader | 1 | 235 | | [Mirror Mask](/docs/gangs/gang-additions/alliances/noble-houses#1-mirror-mask-champion) | Champion | 1 | 225 | #### Slaver Entourage **710 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Chain Lord](/docs/gangs/gang-additions/alliances/merchant-guilds#1-chain-lord-leader---guild-procurator) | Leader | 1 | 280 | | [Shakleman](/docs/gangs/gang-additions/alliances/merchant-guilds#1-shakleman-champion---guild-factotum) | Champion | 1 | 190 | | [Pit Fighter](/docs/gangs/gang-additions/alliances/merchant-guilds#2-pit-fighters-gangers---bodyguard) | Ganger | 2 | 120 | #### House Greim Military Attache **330 Credits** | Fighter | Gang Rank | Number | Credits (each) | | --------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Krieg Mester](/docs/gangs/gang-additions/alliances/noble-houses#1-krieg-master-leader) | Leader | 1 | 240 | | [Jagerkin](/docs/gangs/gang-additions/alliances/noble-houses#1-jagerkin-ganger) | Ganger | 1 | 90 | #### Corpse Harvesting Party **550 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Pale Consort](/docs/gangs/gang-additions/alliances/merchant-guilds#1-pale-consort-leader---guild-procurator) | Leader | 1 | 160 | | [Bone Scrivener](/docs/gangs/gang-additions/alliances/merchant-guilds#1-bone-scrivener-champion---guild-factotum) | Champion | 1 | 120 | | [Corpse Grinder](/docs/gangs/gang-additions/alliances/merchant-guilds#2-corpse-grinders-gangers---bodyguard) | Ganger | 2 | 135 | #### Factoria Work Gang **315 Credits** | Fighter | Gang Rank | Number | Credits (each) | | -------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Factoria Overseer](/docs/gangs/gang-additions/alliances/criminals#1-factoria-overseer-leader) | Leader | 1 | 160 | | [Work Party Boss](/docs/gangs/gang-additions/alliances/criminals#1-work-party-boss-champion) | Champion | 1 | 80 | | [Factoria Worker](/docs/gangs/gang-additions/alliances/criminals#3-factoria-workers-gangers---bodyguard) | Ganger | 3 | 25 | #### House Ko’Iron Ministorum Delegation **500 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------------------ | --------- | ------ | -------------- | | [Prime Materis](/docs/gangs/gang-additions/alliances/noble-houses#prima-materis-leader) | Leader | 1 | 300 | | [Frateris Bodyguard](/docs/gangs/gang-additions/alliances/noble-houses#2-frateris-gangers---bodyguard) | Ganger | 2 | 100 | #### Toll Collectors **520 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Master of Coin](/docs/gangs/gang-additions/alliances/merchant-guilds#1-master-of-coin-leader---guild-procurator) | Leader | 1 | 245 | | [Skinflint](/docs/gangs/gang-additions/alliances/merchant-guilds#1-skinflint-champion---guild-factotum) | Champion | 1 | 125 | | [Groveller](/docs/gangs/gang-additions/alliances/merchant-guilds#2-grovellers-gangers---bodyguard) | Ganger | 2 | 75 | #### House Ran Lo Auditing Conclave **370 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Ran Lo Auditor](/docs/gangs/gang-additions/alliances/noble-houses#1-auditor-leader) | Leader | 1 | 180 | | [Gelt-scrivener](/docs/gangs/gang-additions/alliances/noble-houses#1-gelt-scrivener-ganger) | Ganger | 1 | 190 | #### House Ty Onmyodo Coven **300 Credits** | Fighter | Gang Rank | Number | Credits (each) | | ----------------------------------------------------------------------------------------------- | --------- | ------ | -------------- | | [Onmyodo Telepath](/docs/gangs/gang-additions/alliances/noble-houses#1-onmyodo-telepath-leader) | Leader | 1 | 125 | | [Onmyodo Null](/docs/gangs/gang-additions/alliances/noble-houses#1-onmyodo-null-ganger) | Ganger | 1 | 175 | :::info Gorvos Twins (Twins of the Two Tunnels) An Outcast gang can have the following set up: - Gaen Gorvos: Leader with Mastermind (skill set). - Vunder Gorvos: Champion with Survivor (skill set). - Affiliation: Recidivist (Criminal Organisation). - Gunk Bombs: All members of the gang can take Gunk Bombs for 20 credits. :::
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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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# 60. The Beat Down _Wrong place, wrong time._ **Source: House of Chains** ## Battlefield Standard. ## Crews - Random (D3+4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Roll-off to see determine who deploys a fighter first. The first fighter can be placed anywhere on the battlefield (not in impassable terrain). 1. Alternate placing the remaining fighters within 12” of the first fighter. If there is no room within 12” of the first fighter, or no room outside 1” of an enemy, deploy as close as possible to the first fighter. :::danger House Rule (Necrodamus) During deployment, the first fighter must be placed at least 6” from any battlefield edge. ::: ## You Looking At Me? _The gangs have chanced upon each other and are passing each other in the underhive when the violence starts. They may well have gone on their way if one of the fighters hadn’t decided they didn’t like the way their rivals were looking at them._ In round 1, only a single random fighter per team is Readied. In each subsequent Priority phase, each gan can choose to Ready a number of fighters equal to the current round (not random). No fighters are required to be Readied. Fighters without Ready markers: - Take no part in the battle (only spectating). - Provide no benefits (assists, Leading By Example etc.). - Can't be targeted by attacks or damaged by blasts and templates. However, all fighters still follow normal rules for: - Counted for Bottle tests. - Enemy fighters must stay more than 1” away. If one gang choose to not Ready any fighters, the battle is effectively lost. :::note Alternative Variant Can be played with any gangs, not just Goliath. This can also be used for multi-player battles. Perhaps multiple gangs have found themselves in a tense stand-off, after randomly running into each other in a seedy drinking hole, and now must prove their might without things getting ‘too’ out of hand. ::: ## Ending the Battle The battle ends when only one gang has Ready fighters remaining (after a Priority phase). ## Victory The side with at least one fighter with a Ready marker when the battle ends is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 if only a single other friendly fighter were Readied during the battle. - +D3 to a single fighter if no other friendly fighters were Readied during the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation The winner gains the Reputation rewards, depending on the maximum number of fighters that were Readied per turn: - 1 fighter: +2D3. - 2 fighters: +D6. - 3+ fighters: +D3.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Goliath']
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# 60. The Beat Down _Wrong place, wrong time._ **Source: House of Chains** ## Battlefield Standard. ## Crews - Random (D3+4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Roll-off to see determine who deploys a fighter first. The first fighter can be placed anywhere on the battlefield (not in impassable terrain). 1. Alternate placing the remaining fighters within 12” of the first fighter. If there is no room within 12” of the first fighter, or no room outside 1” of an enemy, deploy as close as possible to the first fighter. :::danger House Rule (Necrodamus) During deployment, the first fighter must be placed at least 6” from any battlefield edge. ::: ## You Looking At Me? _The gangs have chanced upon each other and are passing each other in the underhive when the violence starts. They may well have gone on their way if one of the fighters hadn’t decided they didn’t like the way their rivals were looking at them._ In round 1, only a single random fighter per team is Readied. In each subsequent Priority phase, each gan can choose to Ready a number of fighters equal to the current round (not random). No fighters are required to be Readied. Fighters without Ready markers: - Take no part in the battle (only spectating). - Provide no benefits (assists, Leading By Example etc.). - Can't be targeted by attacks or damaged by blasts and templates. However, all fighters still follow normal rules for: - Counted for Bottle tests. - Enemy fighters must stay more than 1” away. If one gang choose to not Ready any fighters, the battle is effectively lost. :::note Alternative Variant Can be played with any gangs, not just Goliath. This can also be used for multi-player battles. Perhaps multiple gangs have found themselves in a tense stand-off, after randomly running into each other in a seedy drinking hole, and now must prove their might without things getting ‘too’ out of hand. ::: ## Ending the Battle The battle ends when only one gang has Ready fighters remaining (after a Priority phase). ## Victory The side with at least one fighter with a Ready marker when the battle ends is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 if only a single other friendly fighter were Readied during the battle. - +D3 to a single fighter if no other friendly fighters were Readied during the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation The winner gains the Reputation rewards, depending on the maximum number of fighters that were Readied per turn: - 1 fighter: +2D3. - 2 fighters: +D6. - 3+ fighters: +D3.
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# 16. Caravant Heist _A gang makes a daring raid against a Guilder caravan._ _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. However, the battlefield must be set up in such a way that the caravan can travel across the battlefield without structures or impassable terrain blocking its path. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys first, placing the caravan so that it is touching one of the edges of the battlefield. Then place the crew so that they are on on or within 12” of the caravan. The attacker then sets up their fighters within 6” of any board edge except the one with the caravan. ## Special Rule: The Caravan Use a suitable vehicle or marker to represent the caravan. At the start of each round, before rolling for Priority, the defender moves the caravan 6” toward the table edge opposite its starting position. The caravan must avoid impassable terrain and stay on ground level, but is otherwise not stopped by anything. Fighters on the caravan are moved with it. Fighters in its path are moved the minimum distance necessary to avoid the caravan’s advance. Any barricades, loot caskets, ammo crates or small pieces of terrain that are run over by the caravan are removed. The caravan can't be attacked, blocks line of sight and provides partial cover to fighters riding on it. :::info EMBARK / DISEMBARK (SIMPLE) Spend a Simple action (Embark / Disembark) to climb onto, or off, the caravan. ::: :::info LOOT CARAVAN (SIMPLE) If Active and within 1" of the caravan, spend a Simple action (Loot Caravan) to gain a Loot counter. ::: If an attacking fighter goes Out of Action, any Loot they have are discarded. #### Designer's Note If there are weapons modelled on the caravan, fighters riding it can operate them by taking a Shoot action. Ignore the Unwieldy trait for mounted weapons. ## Special Rule: Guilder Hired Guns As Guild appointed protectors, the defender’s gang wouldn’t dare run off, and so need not take Bottle tests for this scenario. They can however voluntarily bottle out and flee the battlefield. Additionally, if (due to injuries) the defender has insufficient fighters to field the max crew size, Hive Scum may be hired free of charge to even the odds. ## Fleeing the Battlefield If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra Loot counters on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle. ## 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). - The caravan reaches the far battlefield edge. ## Victory The attacker wins if they can gather 10 Loot counters, otherwise the defender is the winner. ## Rewards #### Credits - D6x10 per Loot counter the attacker got on fighters that didn’t go Out of Action, but including those that fled. - D6x10 to the defender. - 3D6x10 to the defender if the attacker recovered less than 5 Loot counters. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attacking fighters that didn’t go Out of Action and gathered a Loot counter. - +1 to defending fighters for taking an enemy carrying one or more Loot counter Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each gang that took part in the battle. - +D3+1 to winning attacker (10 or more Loot counters). - +D3+1 to winning defender (the caravan reached the far table edge without the attacker recovinger 10 or more Loot counters). :::note Alternative Variant A Dome Runner might be one of the defenders, or maybe leading the way for the caravan to make sure it has a clear path. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 16. Caravant Heist _A gang makes a daring raid against a Guilder caravan._ _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. However, the battlefield must be set up in such a way that the caravan can travel across the battlefield without structures or impassable terrain blocking its path. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys first, placing the caravan so that it is touching one of the edges of the battlefield. Then place the crew so that they are on on or within 12” of the caravan. The attacker then sets up their fighters within 6” of any board edge except the one with the caravan. ## Special Rule: The Caravan Use a suitable vehicle or marker to represent the caravan. At the start of each round, before rolling for Priority, the defender moves the caravan 6” toward the table edge opposite its starting position. The caravan must avoid impassable terrain and stay on ground level, but is otherwise not stopped by anything. Fighters on the caravan are moved with it. Fighters in its path are moved the minimum distance necessary to avoid the caravan’s advance. Any barricades, loot caskets, ammo crates or small pieces of terrain that are run over by the caravan are removed. The caravan can't be attacked, blocks line of sight and provides partial cover to fighters riding on it. :::info EMBARK / DISEMBARK (SIMPLE) Spend a Simple action (Embark / Disembark) to climb onto, or off, the caravan. ::: :::info LOOT CARAVAN (SIMPLE) If Active and within 1" of the caravan, spend a Simple action (Loot Caravan) to gain a Loot counter. ::: If an attacking fighter goes Out of Action, any Loot they have are discarded. #### Designer's Note If there are weapons modelled on the caravan, fighters riding it can operate them by taking a Shoot action. Ignore the Unwieldy trait for mounted weapons. ## Special Rule: Guilder Hired Guns As Guild appointed protectors, the defender’s gang wouldn’t dare run off, and so need not take Bottle tests for this scenario. They can however voluntarily bottle out and flee the battlefield. Additionally, if (due to injuries) the defender has insufficient fighters to field the max crew size, Hive Scum may be hired free of charge to even the odds. ## Fleeing the Battlefield If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra Loot counters on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle. ## 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). - The caravan reaches the far battlefield edge. ## Victory The attacker wins if they can gather 10 Loot counters, otherwise the defender is the winner. ## Rewards #### Credits - D6x10 per Loot counter the attacker got on fighters that didn’t go Out of Action, but including those that fled. - D6x10 to the defender. - 3D6x10 to the defender if the attacker recovered less than 5 Loot counters. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attacking fighters that didn’t go Out of Action and gathered a Loot counter. - +1 to defending fighters for taking an enemy carrying one or more Loot counter Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each gang that took part in the battle. - +D3+1 to winning attacker (10 or more Loot counters). - +D3+1 to winning defender (the caravan reached the far table edge without the attacker recovinger 10 or more Loot counters). :::note Alternative Variant A Dome Runner might be one of the defenders, or maybe leading the way for the caravan to make sure it has a clear path. :::
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# Sympathisers Each Sympathiser has unique bonuses. A gang receives the benefits of a Sympathiser so long as it holds it. Benefits of Sympathisers are after each battle (including immediately after taking control of it after a battle). - Before each cycle. Once the Sympathiser is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Sympathisers: - Winning a battle with a Sympathiser at stake. - Sympathiser as exchange for Captives. ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. :::note Phase 3 is in addition to regular boons ::: <table> <thead> <tr> <td>Card</td> <td>Sympathiser</td> <td>Boon</td> <td>Phase 3</td> <td>Boon conditions<br />(Free, Temp, Once)</td> </tr> </thead> <tbody> <tr> <td></td> <td>Gang</td> <td>Home Support: Permanent starting resource. Cannot be lost or used as the stake for a battle. Once per battle, at the start of a round (before determining priority), stop Pitch Black rules from being in effect until the start of the next round. </td> <td>Roll 2D6, if the result is 10+ gain a free Ganger. </td> <td>F</td> </tr> <tr> <td>♠ 1</td> <td>Promethium Guild</td> <td>Blaze weapons gain one of the following: <ul> <li>If Scarce: Lose Scarce.</li> <li>Otherwise: Gain Plentiful.</li> </ul> </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 2</td> <td>Water Guild</td> <td>Before each battle, 1 fighter can heal from Recovery.</td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 3</td> <td>Slave Guild </td> <td>Sell captives for full value (after a chance to be rescued). </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 4</td> <td>Corpse Guild </td> <td>Gain a free Slopper.</td> <td>D6x10.</td> <td>T, O</td> </tr> <tr> <td>♠ 5</td> <td>Guild of Coin </td> <td>D6x10. </td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 6</td> <td>Iron Guild </td> <td>1 Negotiate Repairs, the result is always Almost Like New.</td> <td>D6x10.</td> <td>F</td> </tr> <tr> <td>♠ 7</td> <td>Imperial Imposter</td> <td>D6x10.</td> <td>Choose one of the following (depending on allegiance): <ul> <li>D6x10 (not Imperial House).</li> <li>+D3 XP for taking enemy Leaders OoA (not Unaligned).</li> <li>+1 Rep per battle won (not Rebellion).</li> </ul> </td> <td>-</td> </tr> <tr> <td>♠ 8</td> <td>Cold Trader</td> <td>1 Seek Illegal Equipment (trade action).</td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 9</td> <td>Narco Lord </td> <td>Before a battle, D3 fighters gains the benefit of Stimm-slug stash for that battle.</td> <td>2D6x10.</td> <td>F, T</td> </tr> <tr> <td>♠ 10</td> <td>Rogue Factoria</td> <td>Reduce Rarity by 2 for Trading Post items.</td> <td>D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 11</td> <td>Fallen House </td> <td>1 free Bounty Hunter (automatically leaves after the battle). </td> <td>D6x10. +D6x10 if this battle was won against a gang allied to the Imperial House.</td> <td>F</td> </tr> <tr> <td>♠ 12</td> <td>Psi-syndica</td> <td>A random fighter gains Non-sanctioned Psyker rule and a psychic power.</td> <td>D6x10.</td> <td>T, O</td> </tr> <tr> <td>♠ 13</td> <td>Catallus </td> <td>Before a battle, a fighter in the starting crew can add Silent to a weapon for that battle. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 1</td> <td>Ulanti</td> <td>2D6x10.</td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♥ 2</td> <td>Greim</td> <td>Roll a D2 before a battle: <ol> <li>Choose who is attacker & defender.</li> <li>+1 model in the starting crew.</li> </ol> </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 3</td> <td>Ko'iron</td> <td>Once per battle: Re-roll one armour save. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 4</td> <td>Ran Lo</td> <td>Re-roll any dice to determine how much credits are earned from scenario rewards (second result stands even if worse).</td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 5</td> <td>Ty</td> <td>A fighter to gain the following: All fighters (friend & foe) within 6" (including this fighter) gains 2+ Cool (blessed by House Ty). </td> <td>2D6x10.</td> <td>T, O</td> </tr> <tr> <td>♥ 6</td> <td>Electro</td> <td>Disable Pitch Black before a battle.</td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 7</td> <td>Air</td> <td>All friendly fighters gain Respirators. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 8</td> <td>Venator</td> <td>Gain half the value for all enemy fighters that dies (rounding up to the nearest 5 credits).</td> <td>A random model that took part in the battle gains D3 Xp.</td> <td>-</td> </tr> <tr> <td>♥ 9</td> <td>Dregs of the Hive</td> <td>Gain D3 Hive Scum (in addition to the starting crew).</td> <td>Gain a common item from the Trading Post after each battle (Weapon, Upgrade or item). Note: These are kept after this resource is lost. </td> <td>F</td> </tr> <tr> <td>♥ 10</td> <td>Wasteland Scrapper</td> <td>Gain double amount of credits for selling gear and salvaging Wrecked vehicles.</td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 11</td> <td>Second Best Smuggler</td> <td>2D6x10.</td> <td>D6x10.</td> <td>-</td> </tr> <tr> <td>♥ 12</td> <td>Heretek</td> <td>D3 weapons gain the following (for this battle): +2S, Unstable and Reckless. </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 13</td> <td>Explorator</td> <td>Re-roll the dice when determining the scenario. </td> <td>3D6x10.</td> <td>T</td> </tr> </tbody></table>
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# Sympathisers Each Sympathiser has unique bonuses. A gang receives the benefits of a Sympathiser so long as it holds it. Benefits of Sympathisers are after each battle (including immediately after taking control of it after a battle). - Before each cycle. Once the Sympathiser is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Sympathisers: - Winning a battle with a Sympathiser at stake. - Sympathiser as exchange for Captives. ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. :::note Phase 3 is in addition to regular boons ::: <table> <thead> <tr> <td>Card</td> <td>Sympathiser</td> <td>Boon</td> <td>Phase 3</td> <td>Boon conditions<br />(Free, Temp, Once)</td> </tr> </thead> <tbody> <tr> <td></td> <td>Gang</td> <td>Home Support: Permanent starting resource. Cannot be lost or used as the stake for a battle. Once per battle, at the start of a round (before determining priority), stop Pitch Black rules from being in effect until the start of the next round. </td> <td>Roll 2D6, if the result is 10+ gain a free Ganger. </td> <td>F</td> </tr> <tr> <td>♠ 1</td> <td>Promethium Guild</td> <td>Blaze weapons gain one of the following: <ul> <li>If Scarce: Lose Scarce.</li> <li>Otherwise: Gain Plentiful.</li> </ul> </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 2</td> <td>Water Guild</td> <td>Before each battle, 1 fighter can heal from Recovery.</td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 3</td> <td>Slave Guild </td> <td>Sell captives for full value (after a chance to be rescued). </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♠ 4</td> <td>Corpse Guild </td> <td>Gain a free Slopper.</td> <td>D6x10.</td> <td>T, O</td> </tr> <tr> <td>♠ 5</td> <td>Guild of Coin </td> <td>D6x10. </td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 6</td> <td>Iron Guild </td> <td>1 Negotiate Repairs, the result is always Almost Like New.</td> <td>D6x10.</td> <td>F</td> </tr> <tr> <td>♠ 7</td> <td>Imperial Imposter</td> <td>D6x10.</td> <td>Choose one of the following (depending on allegiance): <ul> <li>D6x10 (not Imperial House).</li> <li>+D3 XP for taking enemy Leaders OoA (not Unaligned).</li> <li>+1 Rep per battle won (not Rebellion).</li> </ul> </td> <td>-</td> </tr> <tr> <td>♠ 8</td> <td>Cold Trader</td> <td>1 Seek Illegal Equipment (trade action).</td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 9</td> <td>Narco Lord </td> <td>Before a battle, D3 fighters gains the benefit of Stimm-slug stash for that battle.</td> <td>2D6x10.</td> <td>F, T</td> </tr> <tr> <td>♠ 10</td> <td>Rogue Factoria</td> <td>Reduce Rarity by 2 for Trading Post items.</td> <td>D6x10.</td> <td>-</td> </tr> <tr> <td>♠ 11</td> <td>Fallen House </td> <td>1 free Bounty Hunter (automatically leaves after the battle). </td> <td>D6x10. +D6x10 if this battle was won against a gang allied to the Imperial House.</td> <td>F</td> </tr> <tr> <td>♠ 12</td> <td>Psi-syndica</td> <td>A random fighter gains Non-sanctioned Psyker rule and a psychic power.</td> <td>D6x10.</td> <td>T, O</td> </tr> <tr> <td>♠ 13</td> <td>Catallus </td> <td>Before a battle, a fighter in the starting crew can add Silent to a weapon for that battle. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 1</td> <td>Ulanti</td> <td>2D6x10.</td> <td>2D6x10.</td> <td>-</td> </tr> <tr> <td>♥ 2</td> <td>Greim</td> <td>Roll a D2 before a battle: <ol> <li>Choose who is attacker & defender.</li> <li>+1 model in the starting crew.</li> </ol> </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 3</td> <td>Ko'iron</td> <td>Once per battle: Re-roll one armour save. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 4</td> <td>Ran Lo</td> <td>Re-roll any dice to determine how much credits are earned from scenario rewards (second result stands even if worse).</td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 5</td> <td>Ty</td> <td>A fighter to gain the following: All fighters (friend & foe) within 6" (including this fighter) gains 2+ Cool (blessed by House Ty). </td> <td>2D6x10.</td> <td>T, O</td> </tr> <tr> <td>♥ 6</td> <td>Electro</td> <td>Disable Pitch Black before a battle.</td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 7</td> <td>Air</td> <td>All friendly fighters gain Respirators. </td> <td>D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 8</td> <td>Venator</td> <td>Gain half the value for all enemy fighters that dies (rounding up to the nearest 5 credits).</td> <td>A random model that took part in the battle gains D3 Xp.</td> <td>-</td> </tr> <tr> <td>♥ 9</td> <td>Dregs of the Hive</td> <td>Gain D3 Hive Scum (in addition to the starting crew).</td> <td>Gain a common item from the Trading Post after each battle (Weapon, Upgrade or item). Note: These are kept after this resource is lost. </td> <td>F</td> </tr> <tr> <td>♥ 10</td> <td>Wasteland Scrapper</td> <td>Gain double amount of credits for selling gear and salvaging Wrecked vehicles.</td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 11</td> <td>Second Best Smuggler</td> <td>2D6x10.</td> <td>D6x10.</td> <td>-</td> </tr> <tr> <td>♥ 12</td> <td>Heretek</td> <td>D3 weapons gain the following (for this battle): +2S, Unstable and Reckless. </td> <td>2D6x10.</td> <td>T</td> </tr> <tr> <td>♥ 13</td> <td>Explorator</td> <td>Re-roll the dice when determining the scenario. </td> <td>3D6x10.</td> <td>T</td> </tr> </tbody></table>
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# Outcasts _Source: Book of the Outcast_ <details> <summary>Updates</summary> - 29/11/2023 _Apocrypha Necromunda: Devils of Gunk Deep._ - Added Mutant Archetype and Mutations. - 16/03/2023 _Apocrypha Necromunda: Twins of the Two Tunnels_ - Added Gorvos Twins composition rule. </details> _Though it might not always appear so, Necromunda is a world bound by strict rules and ancient societal structures. From birth, a hiver will know their place in the great machine that is the hive world, doing their part to ensure a never-ending supply of munitions and other goods rolls out of its factoria. It is rare for a hiver to reject their station, and rarer still for them to cast off the hierarchy of House and hive altogether. Even the so-called criminals of Necromunda are part of the system, as are the Clan House gangs who wreak sanctioned violence in the underhive. Helots, cults and even heretics are also part of the system, the former vital property of the Houses, the latter clearly defined enemies of the Imperium and therefore an expected evil. There are, of course, those who do not fit into these structures, either as loyal servants of the Houses, members of the Merchant Guild or criminal fraternity, or even as part of the organised cultist underground. Collectively, these hivers are known as outcasts, and it is from their ranks that the majority of hive scum hail._ ## Gang Composition All Underhive Outcasts gangs must always follow these rules: - There must be one fighter with the Leader special rule. - When creating the gang, there can be no more than two fighters with the Gang Hierarchy (Champion) special rule in the gang. - During Campaign play, there can be one fighter with the Gang Hierarchy (Champion) special rule for every three fighters with the Gang Fighter (X) special rule. - The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. - The Underhive Outcasts gang does not contain any Juves; whenever a rule refers to a Juve it instead affects an Underhive Outcasts Hive Scum. Should it occur during the course of a campaign that the number of fighters without the Gang Fighter (X) special rule exceeds the total number of fighters with the Gang Fighter (X) special rule, the controlling player must either: - Recruit fresh fighters with the Gang Fighter (X) special rule in order to correct the imbalance. Or: - Retire a number of fighters without the Gang Fighter (X) special rule special rule during the post-battle sequence in order to correct the imbalance. ### Delegation Gangs _When an individual decides, or is forced, to become an outcast they do not always go alone. Although rare, it is not unheard of for their fellow brothers and sisters in arms to join them._ Necromunda boasts a variety of unique fighters dedicated to the various factions of Necromunda found in a variety of books. Some of these can be adapted into Underhive Outcasts gangs, allowing players to create a gang based upon a Guild, Criminal or Noble Delegation. If the player wishes, and the campaign Arbitrator agrees, players can use such a Delegation as the heart of their Underhive Outcasts gang as follows: [List of Delegation Gangs](delegation-gangs.md). ### Gorvos Twins :::note DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast gangs. If the Arbitrator wishes, these rules can be used during a campaign. ::: When founding an Underhive Outcast gang they can be led by Gaen ‘The Gunk Queen’ Gorvos and have her brother Vunder Gorvos as a Champion. To do so, apply the following effects: - Gaen ‘The Gunk Queen’ Gorvos is the gang’s Leader. She has the Criminal Organisation Affiliation and Mastermind Archetype. - Vunder Gorvos is one of the gang’s Champions. He has the Survivor Archetype. - All members of the gang may take [gunk bombs](/docs/armoury/grenades#gunk-bomb) for 20 credits each. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ ## Special Rules ### Creating an Underhive Outcasts Leader The player can create their own leader using the [Underhive Outcasts Leader profile](#leader) presented below. When selecting a leader in this way the player must choose one of the multiple profiles presented to represent their leader, and choose an **Affiliation** and **Archetype**. These choices allow the player to create an Underhive Outcast Leader suited to a particular miniature or background of their choosing. Once these choices have been made, they cannot be altered. ### Elevating an Underhive Outcasts Leader Alternatively, the player can choose an existing fighter profile and elevate them to Underhive Outcasts Leader status. This fighter can come from any Necromunda publication and includes, but is not limited to: Clan House gang leaders, Guild, Noble and Criminal fighters, Dramatis Personae and Hangers-on. Once a profile has been selected, the player then follows the steps on listed here to elevate them to Leader status. Once a fighter has been elevated, they are then considered to be the Leader of the gang. :::note DESIGNER’S NOTE: ELEVATING A FIGHTER TO LEADER STATUS There are many kinds of Underhive Outcasts Leaders that can be created using the profiles, Archetypes and Affiliations presented in this section. It might be, however, that you want to create an Underhive Outcasts gang centred around an existing fighter from another gang list or Necromunda publication. This is entirely appropriate, as Bounty Hunters, Hangers-on and even Dramatis Personae might all rise up to lead a gang at some point or another in their careers. - The first step is to choose a fighter to become your Underhive Outcasts Leader. This can be literally any fighter with a profile, whether they could normally be part of a gang or not. Dramatis Personae, Hangers-on and Hired Guns are particularly suited to becoming gang leaders and should prove easy to convert. Other kinds of fighters might need more work, and some should probably only be allowed with the agreement of the campaign Arbitrator (as fun as it would be to have a gang of Underhive Outcasts led by a sentient Scrapcode Ambot!). - The fighter retains any skills, equipment or special rules they might have. Alternatively, you can replace their skills and equipment with those available to an Underhive Outcasts Leader. Whichever option is taken, you need to choose an appropriate Affiliation and Archetype for the fighter. - The fighter retains their cost in credits, and throughout a campaign gains Experience and can be equipped with Wargear like a normal fighter. - The fighter gains all the special rules an Underhive Outcasts Leader has. Note that due to the incredibly wide variety of fighters available to be elevated to an Underhive Outcasts Leader, this method may lead to some unbalanced gangs. The campaign Arbitrator always has the final say on whether these rules can be used and how they are applied. ::: ### Death of an Underhive Outcasts Leader All Underhive Outcasts gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the leader of the gang. If an Underhive Outcasts gang’s leader is killed, the gang falls apart. When this happens, a new Underhive Outcasts gang will often form to fill the power vacuum. To represent this, follow these steps: - Create a new gang following all the normal rules for founding an Underhive Outcasts Gang, with the exception that the starting credits for the new gang is equal to 75% of the previous gang’s Wealth after fully resolving the post-battle sequence or 1,000 credits, whichever is higher. - Fighters from the previous gang can be added to this new gang; just pay their credit cost and add them to the roster. - If at least half of the fighters from the previous gang are included in the new gang, it starts with D6 less Reputation (to a minimum of 1) but still has any territory or settlement structures previously held. Otherwise, the new gang starts from scratch with nothing in the previous gang’s Stash carried over. ### Affiliation _No one on Necromunda can escape the crushing social structure of the hives. Subjects of the Imperial House are born into servitude or obligation and live out their lives seldom rising or falling far beyond their station. Even so-called outcasts, who reject the notions of House and hive, cannot escape the circumstances of their heritage; they carry it with them into the badzones and beyond when they try to shake off the rule of Lord Helmawr._ To represent the huge variety of potential Underhive Outcasts Leaders, when an Underhive Outcasts gang is created its Leader must choose an Affiliation. An Affiliation is a glimpse into the origins of the Leader, or speaks to the contacts they still maintain with those more mainstream members of society. There are five different Affiliations an Underhive Outcasts Leader can choose from: Clanless, Clan House, Merchant Guild, Criminal Organisation or Noble House. Each comes with its own advantages and disadvantages, but most importantly will determine the equipment the Underhive Outcasts Leader and their gang have access to, as well as the kinds of Alliances they might be able to make. Once the choice of Affiliation has been made, it cannot be changed – not even an outcast can escape their past. #### Clanless _This is the most common Affiliation for an outcast leader. It represents a leader without any strong ties to any of the great organisations of Necromunda, or a true outlander who was raised beyond the social structures of the hive. Clanless leaders are universally looked down upon by the rest of Necromunda and must work all the harder to prove themselves. Being clanless does come with some benefits, as those who have never been beholden to the rules of the Imperial House find breaking them all the easier._ A Clanless Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - Clanless Underhive Outcasts gangs do not suffer any ill effects from being either Law Abiding or Outlaw. In effect, these states have no meaning for them, and they can freely choose options available to either, such as hiring Outlaw or Law Abiding Hired Guns, while rival gangs gain no extra credits for selling them to Guilders. - Clanless Underhive Outcasts gangs gain no additional options for purchasing weapons or Wargear. - Clanless Underhive Outcasts gangs are universally distrusted, and as such can never form Alliances. #### Clan House _Many outcast leaders were once members of a Clan House, but have since fallen out of favour with their old masters. Being a former member of a clan comes with many benefits, such as access to restricted House tech or specialised training. It also makes certain alliances easier, as even a fallen member of a clan is still considered trustworthy by many who hold the clan in high esteem. Of course, with clan affiliation comes drawbacks, the most notable of which is all the clan’s enemies remain your enemies._ A Clan House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When a Clan House Underhive Outcasts gang is created, you must choose one of the six Clan Houses for them to affiliate with: Cawdor, Delaque, Escher, Goliath, Van Saar or Orlock. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Clan House gang of the chosen type. - Clan House Underhive Outcasts gangs may purchase weapons and Wargear normally restricted to their House Lists – including Exotic Beasts – during both gang creation and Campaign play. - Clan House Underhive Outcasts gangs can only enter into Alliances with factions their Clan House would normally form a Strong Alliance with. Note, they do not benefit from having a Strong Alliance with them. #### Merchant Guild _It is rare for members of the Merchant Guild to go rogue and become underhive outcasts, though it does still happen more often than the Imperial House would like to admit. A former member of one of the infamous Mercators of Necromunda can make for a formidable gang leader, and they often have a host of specialised equipment and weaponry at their disposal. Furthermore, the ties that bind the Merchant Guild are strong, and even an outcast Guilder can call upon considerable aid should they ask for it._ A Merchant Guild Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Merchant Guild Underhive Outcasts gang, you must choose one of the following Guilds to affiliate with: Guild of Coin, Iron Guild, Corpse Guild, Water Guild, Promethium Guild or Slave Guild. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Guild of the chosen type. - Merchant Guild Underhive Outcasts gangs may purchase any weapons and Wargear that members of their chosen Guild Delegation are equipped with from the Trading Post during gang creation and Campaign play regardless of Rarity or Legality. - Merchant Guild Underhive Outcasts gangs can buy Cult Icons for 40 credits. - Merchant Guild Underhive Outcasts gangs can only enter into an Alliance with their chosen Guild. #### Criminal Organisation _Criminals are a natural fit for underhive outcasts gangs, their nefarious tendencies lending themselves to rejecting the constraints of Necromundan society. Hive scum will flock to the banner of a powerful criminal underhive outcast leader, the lure of easy creds a potent one, while the criminal’s connections mean they can expect greater access to illegal firepower. As with the Guilds, some criminal organisations on Necromunda stick together, and a criminal underhive outcast leader can expect help from their former partners in crime._ A Criminal Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Criminal Underhive Outcasts gang, you must choose one Criminal Organisation to affiliate with: Cold Traders, Imperial Imposters, Rogue Factoria, Narco Lords, Fallen Houses or Psi- Syndica. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Criminal Organisation of the chosen type. - Criminal Underhive Outcasts gangs may purchase any weapons and Wargear that members from their chosen Criminal Organisation Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality. - Criminal Underhive Outcasts gangs can only enter into an Alliance with their chosen Criminal Organisation. #### Noble House _When a noble rejects a pampered life in the spire, there is usually a very good reason behind it. As rare as outcast Guilders are, noble outcasts are even rarer, though almost without exception they are talented and determined men and women who share a universal hatred of their own kind. Outcast nobles often take their resources with them when they fall and their gangs are well-funded and equipped. Other organisations on Necromunda are rightly wary of their motivations, however, and their alliances can be erratic at best._ A Noble House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Noble House Underhive Outcasts gang you must choose one Noble House to affiliate with: Catallus, Ty, Ulanti, Greim, Ran Lo or Ko’Iron. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Noble House of the chosen type. - Noble House Underhive Outcasts gangs may purchase weapons and Wargear that members from their chosen Noble House Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality. - Noble House Underhive Outcasts gangs can enter into an Alliance with any Noble House except for their chosen House. ### Archetypes (Skill Sets) Every Underhive Outcasts Leader has different strengths and weaknesses. Some are brutal overlords who rule through physical strength and crush all in their path; others are more cunning, manipulating those around them to do their bidding; others still can call upon the powers of the Warp to keep their gang in line. Archetypes allow you to further customise your Underhive Outcasts Leader by giving them access to different skill sets. In addition to influencing the kind of Leader the Underhive Outcast is, an Archetype will also influence the Leader’s gang, passing on their favoured tactics to those who follow them. There are five different kinds of Archetypes: Brawler, Gunslinger, Survivor, Mastermind and Wyrd. When an Underhive Outcasts Leader or Champion is recruited to an Underhive Outcasts gang they must choose one of these Archetypes, and it may not be changed later on. #### Brawler _Brawlers are brutes who rule through physical violence and being bigger than anyone else around. While a brawler can still be smart – after all, it takes more than brawn alone to survive in the underhive – they like to settle their problems personally, usually with the sharp end of a melee weapon, or better yet their fists._ #### Gunslinger _In the underhive, there are as many gunslingers as there are guns, but only the truly talented live long enough to make a name for themselves. Much like a brawler, a gunslinger is a leader by virtue of their combat prowess. Whereas the brawler uses their brawn, the gunslinger relies on more sophisticated means of dishing out violence._ #### Survivor _A survivor is a leader who has, against the odds, risen to power. They might have once been a humble ganger or champion, perhaps they have even run with multiple underhive outcasts gangs in their time. The true talent of the survivor is not their skill with a blade or pistol, but knowing when it’s time to cut their losses and head for the badzones._ #### Mastermind _The mastermind is a cunning manipulator of men and women, and has risen to power through the careful use of alliances and patsies. A mastermind seldom does their own dirty work, preferring to hang back and let their minions sell their lives to advance their agendas; it is a measure of their talent that there always seems to be more scum willing to follow them._ #### Mutant _Mutants are misshapen outcasts who have fled a life of slavery or abuse to eke out an existence in the deepest parts of the underhive. Mutants who rise to lead gangs of Outcasts are often the toughest of their kind, ‘blessed’ with a variety of advantageous and terrifying mutations._ In addition, Mutants can also choose [Outcast Mutations](outcast-mutations.md) in place of skills. Furthermore, if the Leader of an Underhive Outcasts gang has the Mutant Archetype, then Outcast Mutations will also be available to Underhive Outcasts Hive Scum in their gang. **Mutant Affiliations** Mutants are trusted even less than most underhive scum, being somewhere below outlaws but slightly above Chaos worshippers in the eyes of the Clan and Noble Houses. For this reason, an Underhive Outcasts Leader that takes the Mutant Archetype can only have the Clanless Affiliation. #### Wyrd _Mutants and psykers are reviled on Necromunda and often cast to the fringes of society. The wyrd leader is one such dispossessed individual, and their gang is often filled with similar kinds of outcasts. An underhive outcasts gang led by a wyrd can be a truly terrible thing, and whole levels of a hive have burned to root these dangerous individuals out._ ## Fighters <FighterCard cost="125"> ### Leader | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 4+ | 2+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 4+ | 7+ | 5+ | | 6” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 6+ | 7+ | 6+ | 4+ | | 5” | 2+ | 4+ | 4 | 3 | 2 | 4+ | 3 | 6+ | 6+ | 4+ | 7+ | | 4” | 3+ | 4+ | 3 | 4 | 3 | 5+ | 2 | 6+ | 4+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Restrictions:** None. Choose any Common and Rare equipment up to Rare (9) from the Trading Post. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Groups Activation (2). <details> <summary>Special Rules</summary> **Gang Leader:** An Underhive Outcasts gang must always include a single fighter with this special rule: - A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. - Should this fighter die during the course of a campaign, the gang disperses and a new gang must be founded (see ‘Death of an Underhive Outcasts Leader’ on page 17). **Gang Hierarchy (Leader):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Underhive Outcasts fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (2):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. - Additional fighters with this special rule activated in this way may not use this special rule themselves. **Skills:** When recruited, an Underhive Outcasts Leader may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s Credits value. </details> <details className=""> <summary>Skill Access</summary> | Skill Set | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Wyrd | | ---------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------- | | Brawler | Secondary | Primary | Secondary | - | Primary | Primary | - | - | - | | Gunslinger | Primary | - | - | Secondary | - | Primary | Secondary | Primary | - | | Survivor | Secondary | Secondary | Primary | - | Primary | Primary | - | - | - | | Mastermind | Secondary | - | - | Primary | - | Primary | Primary | Secondary | - | | Mutant | - | Primary | - | - | Secondary | Primary | - | - | - | | Wyrd | - | - | - | Secondary | - | Primary | - | - | Primary | </details> <details className=""> <summary>Equipment</summary> Underhive Outcasts Leaders may purchase weapons and Wargear from the Trading Post, **limited to items with Rarity ratings of 9** or less (note that the Underhive Outcasts Leader’s Affiliation might open up additional weapon and Wargear options): - During the course of a campaign, an Underhive Outcasts Leader may be given additional weapons and Wargear purchased from the Trading Post and from the Black Market. - An Underhive Outcasts Leader has **no restrictions** upon the types of weapon they can take; all weapon types are available. _There is no single mould from which an Outcasts Leader is cast, each as individual as the hive cities of Necromunda. No matter their origins, allies or motivations, all Outcasts Leaders have one thing in common – a desire to shake off the restraints of Necromundan society and forge their own path, free of the rule of House and Hive. No easy task, this usually makes Outcasts Leaders profoundly dangerous individuals; even without a gang of hive scum to back them up, each is more than capable of handling anything their old masters might throw at them._ </details> </FighterCard> <FighterCard cost="60"> ### Champion | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. Choose any Common and Rare equipment up to Rare (8) from the Trading Post. **Special Rules:** Gang Heirarchy (Champion), Tools of the Trade, Group Activation (1). <details> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Underhive Outcasts fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **Archetype:** When recruited, an Underhive Outcasts Champion must select an Archetype; this will determine which skill sets they have access to. **Skills:** When recruited, an Underhive Outcasts Champion may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s Credits value. **Wyrd Powers:** If the Underhive Outcasts Champion has the Wyrd Archetype then they can choose Wyrd Powers in place of skills (see Wyrd Powers on page 52) and gains the Non-sanctioned Psyker special rule. </details> <details className=""> <summary>Skill Access</summary> | Skill Set | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Wyrd | | ---------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------- | | Brawler | - | Primary | - | - | Secondary | Secondary | - | - | - | | Gunslinger | Secondary | - | - | - | - | Secondary | - | Primary | - | | Survivor | - | - | Secondary | - | Primary | Secondary | - | - | - | | Mastermind | - | - | - | Primary | - | Secondary | Secondary | Secondary | - | | Mutant | - | Primary | - | - | Secondary | Primary | - | - | - | | Wyrd | - | - | - | Secondary | - | Secondary | - | - | Primary | </details> <details className=""> <summary>Equipment</summary> Underhive Outcasts Champions may purchase weapons and Wargear from the Trading Post, **limited to items with a Rarity rating of 8** or lower (note that the Underhive Outcasts Leader’s allegiance might open up additional weapon and Wargear options): - During the course of a campaign, an Underhive Outcasts Champion may be given additional weapons and Wargear purchased from the Trading Post and from the Black Market. - An Underhive Outcasts Champion has **no restrictions** upon the types of weapon they can take; all weapon types are available. </details> </FighterCard> <FighterCard cost="30"> ### Hive Scum (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Skills:** Cunning (Primary) and Ferocity (Secondary) **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Specialist), Tools of the Trade (Specialist only). <details> <summary>Special Rules</summary> **Gang Fighter (Ganger):** Fighters with this special rule form the backbone of Underhive Outcasts gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Underhive Outcasts Specialist):** During Campaign play, an Underhive Outcasts Hive Scum may become an Underhive Outcasts Specialist. An Underhive Outcasts Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills (note, a gang may not start with an Underhive Outcasts Specialist). **Tools of the Trade (Underhive Outcasts Specialist only):** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. </details> #### Equipment Underhive Outcasts Hive Scum and Underhive Outcasts Specialists may purchase weapons and Wargear from the Underhive Outcasts Hive Scum equipment list (note that the Underhive Outcasts Leader’s allegiance might open up additional weapon and Wargear options): - During the course of a campaign, both Underhive Outcasts Hive Scum and Underhive Outcasts Specialists may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - An Underhive Outcasts Hive Scum may only be equipped with weapons chosen from the **Basic Weapons**, **Pistols** and **Close Combat Weapons** sections of this list, the Trading Post and the Black Market. - Once promoted, an Underhive Outcasts Specialist may only be equipped with weapons chosen from the Basic Weapons, Pistols, Close Combat Weapons and Special Weapons sections of this list, the Trading Post and the Black Market. </FighterCard>
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# Outcasts _Source: Book of the Outcast_ <details> <summary>Updates</summary> - 29/11/2023 _Apocrypha Necromunda: Devils of Gunk Deep._ - Added Mutant Archetype and Mutations. - 16/03/2023 _Apocrypha Necromunda: Twins of the Two Tunnels_ - Added Gorvos Twins composition rule. </details> _Though it might not always appear so, Necromunda is a world bound by strict rules and ancient societal structures. From birth, a hiver will know their place in the great machine that is the hive world, doing their part to ensure a never-ending supply of munitions and other goods rolls out of its factoria. It is rare for a hiver to reject their station, and rarer still for them to cast off the hierarchy of House and hive altogether. Even the so-called criminals of Necromunda are part of the system, as are the Clan House gangs who wreak sanctioned violence in the underhive. Helots, cults and even heretics are also part of the system, the former vital property of the Houses, the latter clearly defined enemies of the Imperium and therefore an expected evil. There are, of course, those who do not fit into these structures, either as loyal servants of the Houses, members of the Merchant Guild or criminal fraternity, or even as part of the organised cultist underground. Collectively, these hivers are known as outcasts, and it is from their ranks that the majority of hive scum hail._ ## Gang Composition All Underhive Outcasts gangs must always follow these rules: - There must be one fighter with the Leader special rule. - When creating the gang, there can be no more than two fighters with the Gang Hierarchy (Champion) special rule in the gang. - During Campaign play, there can be one fighter with the Gang Hierarchy (Champion) special rule for every three fighters with the Gang Fighter (X) special rule. - The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. - The Underhive Outcasts gang does not contain any Juves; whenever a rule refers to a Juve it instead affects an Underhive Outcasts Hive Scum. Should it occur during the course of a campaign that the number of fighters without the Gang Fighter (X) special rule exceeds the total number of fighters with the Gang Fighter (X) special rule, the controlling player must either: - Recruit fresh fighters with the Gang Fighter (X) special rule in order to correct the imbalance. Or: - Retire a number of fighters without the Gang Fighter (X) special rule special rule during the post-battle sequence in order to correct the imbalance. ### Delegation Gangs _When an individual decides, or is forced, to become an outcast they do not always go alone. Although rare, it is not unheard of for their fellow brothers and sisters in arms to join them._ Necromunda boasts a variety of unique fighters dedicated to the various factions of Necromunda found in a variety of books. Some of these can be adapted into Underhive Outcasts gangs, allowing players to create a gang based upon a Guild, Criminal or Noble Delegation. If the player wishes, and the campaign Arbitrator agrees, players can use such a Delegation as the heart of their Underhive Outcasts gang as follows: [List of Delegation Gangs](delegation-gangs.md). ### Gorvos Twins :::note DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast gangs. If the Arbitrator wishes, these rules can be used during a campaign. ::: When founding an Underhive Outcast gang they can be led by Gaen ‘The Gunk Queen’ Gorvos and have her brother Vunder Gorvos as a Champion. To do so, apply the following effects: - Gaen ‘The Gunk Queen’ Gorvos is the gang’s Leader. She has the Criminal Organisation Affiliation and Mastermind Archetype. - Vunder Gorvos is one of the gang’s Champions. He has the Survivor Archetype. - All members of the gang may take [gunk bombs](/docs/armoury/grenades#gunk-bomb) for 20 credits each. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ ## Special Rules ### Creating an Underhive Outcasts Leader The player can create their own leader using the [Underhive Outcasts Leader profile](#leader) presented below. When selecting a leader in this way the player must choose one of the multiple profiles presented to represent their leader, and choose an **Affiliation** and **Archetype**. These choices allow the player to create an Underhive Outcast Leader suited to a particular miniature or background of their choosing. Once these choices have been made, they cannot be altered. ### Elevating an Underhive Outcasts Leader Alternatively, the player can choose an existing fighter profile and elevate them to Underhive Outcasts Leader status. This fighter can come from any Necromunda publication and includes, but is not limited to: Clan House gang leaders, Guild, Noble and Criminal fighters, Dramatis Personae and Hangers-on. Once a profile has been selected, the player then follows the steps on listed here to elevate them to Leader status. Once a fighter has been elevated, they are then considered to be the Leader of the gang. :::note DESIGNER’S NOTE: ELEVATING A FIGHTER TO LEADER STATUS There are many kinds of Underhive Outcasts Leaders that can be created using the profiles, Archetypes and Affiliations presented in this section. It might be, however, that you want to create an Underhive Outcasts gang centred around an existing fighter from another gang list or Necromunda publication. This is entirely appropriate, as Bounty Hunters, Hangers-on and even Dramatis Personae might all rise up to lead a gang at some point or another in their careers. - The first step is to choose a fighter to become your Underhive Outcasts Leader. This can be literally any fighter with a profile, whether they could normally be part of a gang or not. Dramatis Personae, Hangers-on and Hired Guns are particularly suited to becoming gang leaders and should prove easy to convert. Other kinds of fighters might need more work, and some should probably only be allowed with the agreement of the campaign Arbitrator (as fun as it would be to have a gang of Underhive Outcasts led by a sentient Scrapcode Ambot!). - The fighter retains any skills, equipment or special rules they might have. Alternatively, you can replace their skills and equipment with those available to an Underhive Outcasts Leader. Whichever option is taken, you need to choose an appropriate Affiliation and Archetype for the fighter. - The fighter retains their cost in credits, and throughout a campaign gains Experience and can be equipped with Wargear like a normal fighter. - The fighter gains all the special rules an Underhive Outcasts Leader has. Note that due to the incredibly wide variety of fighters available to be elevated to an Underhive Outcasts Leader, this method may lead to some unbalanced gangs. The campaign Arbitrator always has the final say on whether these rules can be used and how they are applied. ::: ### Death of an Underhive Outcasts Leader All Underhive Outcasts gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the leader of the gang. If an Underhive Outcasts gang’s leader is killed, the gang falls apart. When this happens, a new Underhive Outcasts gang will often form to fill the power vacuum. To represent this, follow these steps: - Create a new gang following all the normal rules for founding an Underhive Outcasts Gang, with the exception that the starting credits for the new gang is equal to 75% of the previous gang’s Wealth after fully resolving the post-battle sequence or 1,000 credits, whichever is higher. - Fighters from the previous gang can be added to this new gang; just pay their credit cost and add them to the roster. - If at least half of the fighters from the previous gang are included in the new gang, it starts with D6 less Reputation (to a minimum of 1) but still has any territory or settlement structures previously held. Otherwise, the new gang starts from scratch with nothing in the previous gang’s Stash carried over. ### Affiliation _No one on Necromunda can escape the crushing social structure of the hives. Subjects of the Imperial House are born into servitude or obligation and live out their lives seldom rising or falling far beyond their station. Even so-called outcasts, who reject the notions of House and hive, cannot escape the circumstances of their heritage; they carry it with them into the badzones and beyond when they try to shake off the rule of Lord Helmawr._ To represent the huge variety of potential Underhive Outcasts Leaders, when an Underhive Outcasts gang is created its Leader must choose an Affiliation. An Affiliation is a glimpse into the origins of the Leader, or speaks to the contacts they still maintain with those more mainstream members of society. There are five different Affiliations an Underhive Outcasts Leader can choose from: Clanless, Clan House, Merchant Guild, Criminal Organisation or Noble House. Each comes with its own advantages and disadvantages, but most importantly will determine the equipment the Underhive Outcasts Leader and their gang have access to, as well as the kinds of Alliances they might be able to make. Once the choice of Affiliation has been made, it cannot be changed – not even an outcast can escape their past. #### Clanless _This is the most common Affiliation for an outcast leader. It represents a leader without any strong ties to any of the great organisations of Necromunda, or a true outlander who was raised beyond the social structures of the hive. Clanless leaders are universally looked down upon by the rest of Necromunda and must work all the harder to prove themselves. Being clanless does come with some benefits, as those who have never been beholden to the rules of the Imperial House find breaking them all the easier._ A Clanless Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - Clanless Underhive Outcasts gangs do not suffer any ill effects from being either Law Abiding or Outlaw. In effect, these states have no meaning for them, and they can freely choose options available to either, such as hiring Outlaw or Law Abiding Hired Guns, while rival gangs gain no extra credits for selling them to Guilders. - Clanless Underhive Outcasts gangs gain no additional options for purchasing weapons or Wargear. - Clanless Underhive Outcasts gangs are universally distrusted, and as such can never form Alliances. #### Clan House _Many outcast leaders were once members of a Clan House, but have since fallen out of favour with their old masters. Being a former member of a clan comes with many benefits, such as access to restricted House tech or specialised training. It also makes certain alliances easier, as even a fallen member of a clan is still considered trustworthy by many who hold the clan in high esteem. Of course, with clan affiliation comes drawbacks, the most notable of which is all the clan’s enemies remain your enemies._ A Clan House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When a Clan House Underhive Outcasts gang is created, you must choose one of the six Clan Houses for them to affiliate with: Cawdor, Delaque, Escher, Goliath, Van Saar or Orlock. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Clan House gang of the chosen type. - Clan House Underhive Outcasts gangs may purchase weapons and Wargear normally restricted to their House Lists – including Exotic Beasts – during both gang creation and Campaign play. - Clan House Underhive Outcasts gangs can only enter into Alliances with factions their Clan House would normally form a Strong Alliance with. Note, they do not benefit from having a Strong Alliance with them. #### Merchant Guild _It is rare for members of the Merchant Guild to go rogue and become underhive outcasts, though it does still happen more often than the Imperial House would like to admit. A former member of one of the infamous Mercators of Necromunda can make for a formidable gang leader, and they often have a host of specialised equipment and weaponry at their disposal. Furthermore, the ties that bind the Merchant Guild are strong, and even an outcast Guilder can call upon considerable aid should they ask for it._ A Merchant Guild Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Merchant Guild Underhive Outcasts gang, you must choose one of the following Guilds to affiliate with: Guild of Coin, Iron Guild, Corpse Guild, Water Guild, Promethium Guild or Slave Guild. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Guild of the chosen type. - Merchant Guild Underhive Outcasts gangs may purchase any weapons and Wargear that members of their chosen Guild Delegation are equipped with from the Trading Post during gang creation and Campaign play regardless of Rarity or Legality. - Merchant Guild Underhive Outcasts gangs can buy Cult Icons for 40 credits. - Merchant Guild Underhive Outcasts gangs can only enter into an Alliance with their chosen Guild. #### Criminal Organisation _Criminals are a natural fit for underhive outcasts gangs, their nefarious tendencies lending themselves to rejecting the constraints of Necromundan society. Hive scum will flock to the banner of a powerful criminal underhive outcast leader, the lure of easy creds a potent one, while the criminal’s connections mean they can expect greater access to illegal firepower. As with the Guilds, some criminal organisations on Necromunda stick together, and a criminal underhive outcast leader can expect help from their former partners in crime._ A Criminal Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Criminal Underhive Outcasts gang, you must choose one Criminal Organisation to affiliate with: Cold Traders, Imperial Imposters, Rogue Factoria, Narco Lords, Fallen Houses or Psi- Syndica. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Criminal Organisation of the chosen type. - Criminal Underhive Outcasts gangs may purchase any weapons and Wargear that members from their chosen Criminal Organisation Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality. - Criminal Underhive Outcasts gangs can only enter into an Alliance with their chosen Criminal Organisation. #### Noble House _When a noble rejects a pampered life in the spire, there is usually a very good reason behind it. As rare as outcast Guilders are, noble outcasts are even rarer, though almost without exception they are talented and determined men and women who share a universal hatred of their own kind. Outcast nobles often take their resources with them when they fall and their gangs are well-funded and equipped. Other organisations on Necromunda are rightly wary of their motivations, however, and their alliances can be erratic at best._ A Noble House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks: - When creating a Noble House Underhive Outcasts gang you must choose one Noble House to affiliate with: Catallus, Ty, Ulanti, Greim, Ran Lo or Ko’Iron. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Noble House of the chosen type. - Noble House Underhive Outcasts gangs may purchase weapons and Wargear that members from their chosen Noble House Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality. - Noble House Underhive Outcasts gangs can enter into an Alliance with any Noble House except for their chosen House. ### Archetypes (Skill Sets) Every Underhive Outcasts Leader has different strengths and weaknesses. Some are brutal overlords who rule through physical strength and crush all in their path; others are more cunning, manipulating those around them to do their bidding; others still can call upon the powers of the Warp to keep their gang in line. Archetypes allow you to further customise your Underhive Outcasts Leader by giving them access to different skill sets. In addition to influencing the kind of Leader the Underhive Outcast is, an Archetype will also influence the Leader’s gang, passing on their favoured tactics to those who follow them. There are five different kinds of Archetypes: Brawler, Gunslinger, Survivor, Mastermind and Wyrd. When an Underhive Outcasts Leader or Champion is recruited to an Underhive Outcasts gang they must choose one of these Archetypes, and it may not be changed later on. #### Brawler _Brawlers are brutes who rule through physical violence and being bigger than anyone else around. While a brawler can still be smart – after all, it takes more than brawn alone to survive in the underhive – they like to settle their problems personally, usually with the sharp end of a melee weapon, or better yet their fists._ #### Gunslinger _In the underhive, there are as many gunslingers as there are guns, but only the truly talented live long enough to make a name for themselves. Much like a brawler, a gunslinger is a leader by virtue of their combat prowess. Whereas the brawler uses their brawn, the gunslinger relies on more sophisticated means of dishing out violence._ #### Survivor _A survivor is a leader who has, against the odds, risen to power. They might have once been a humble ganger or champion, perhaps they have even run with multiple underhive outcasts gangs in their time. The true talent of the survivor is not their skill with a blade or pistol, but knowing when it’s time to cut their losses and head for the badzones._ #### Mastermind _The mastermind is a cunning manipulator of men and women, and has risen to power through the careful use of alliances and patsies. A mastermind seldom does their own dirty work, preferring to hang back and let their minions sell their lives to advance their agendas; it is a measure of their talent that there always seems to be more scum willing to follow them._ #### Mutant _Mutants are misshapen outcasts who have fled a life of slavery or abuse to eke out an existence in the deepest parts of the underhive. Mutants who rise to lead gangs of Outcasts are often the toughest of their kind, ‘blessed’ with a variety of advantageous and terrifying mutations._ In addition, Mutants can also choose [Outcast Mutations](outcast-mutations.md) in place of skills. Furthermore, if the Leader of an Underhive Outcasts gang has the Mutant Archetype, then Outcast Mutations will also be available to Underhive Outcasts Hive Scum in their gang. **Mutant Affiliations** Mutants are trusted even less than most underhive scum, being somewhere below outlaws but slightly above Chaos worshippers in the eyes of the Clan and Noble Houses. For this reason, an Underhive Outcasts Leader that takes the Mutant Archetype can only have the Clanless Affiliation. #### Wyrd _Mutants and psykers are reviled on Necromunda and often cast to the fringes of society. The wyrd leader is one such dispossessed individual, and their gang is often filled with similar kinds of outcasts. An underhive outcasts gang led by a wyrd can be a truly terrible thing, and whole levels of a hive have burned to root these dangerous individuals out._ ## Fighters <FighterCard cost="125"> ### Leader | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 4+ | 2+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 4+ | 7+ | 5+ | | 6” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 6+ | 7+ | 6+ | 4+ | | 5” | 2+ | 4+ | 4 | 3 | 2 | 4+ | 3 | 6+ | 6+ | 4+ | 7+ | | 4” | 3+ | 4+ | 3 | 4 | 3 | 5+ | 2 | 6+ | 4+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Restrictions:** None. Choose any Common and Rare equipment up to Rare (9) from the Trading Post. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Groups Activation (2). <details> <summary>Special Rules</summary> **Gang Leader:** An Underhive Outcasts gang must always include a single fighter with this special rule: - A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. - Should this fighter die during the course of a campaign, the gang disperses and a new gang must be founded (see ‘Death of an Underhive Outcasts Leader’ on page 17). **Gang Hierarchy (Leader):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Underhive Outcasts fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (2):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. - Additional fighters with this special rule activated in this way may not use this special rule themselves. **Skills:** When recruited, an Underhive Outcasts Leader may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s Credits value. </details> <details className=""> <summary>Skill Access</summary> | Skill Set | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Wyrd | | ---------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------- | | Brawler | Secondary | Primary | Secondary | - | Primary | Primary | - | - | - | | Gunslinger | Primary | - | - | Secondary | - | Primary | Secondary | Primary | - | | Survivor | Secondary | Secondary | Primary | - | Primary | Primary | - | - | - | | Mastermind | Secondary | - | - | Primary | - | Primary | Primary | Secondary | - | | Mutant | - | Primary | - | - | Secondary | Primary | - | - | - | | Wyrd | - | - | - | Secondary | - | Primary | - | - | Primary | </details> <details className=""> <summary>Equipment</summary> Underhive Outcasts Leaders may purchase weapons and Wargear from the Trading Post, **limited to items with Rarity ratings of 9** or less (note that the Underhive Outcasts Leader’s Affiliation might open up additional weapon and Wargear options): - During the course of a campaign, an Underhive Outcasts Leader may be given additional weapons and Wargear purchased from the Trading Post and from the Black Market. - An Underhive Outcasts Leader has **no restrictions** upon the types of weapon they can take; all weapon types are available. _There is no single mould from which an Outcasts Leader is cast, each as individual as the hive cities of Necromunda. No matter their origins, allies or motivations, all Outcasts Leaders have one thing in common – a desire to shake off the restraints of Necromundan society and forge their own path, free of the rule of House and Hive. No easy task, this usually makes Outcasts Leaders profoundly dangerous individuals; even without a gang of hive scum to back them up, each is more than capable of handling anything their old masters might throw at them._ </details> </FighterCard> <FighterCard cost="60"> ### Champion | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. Choose any Common and Rare equipment up to Rare (8) from the Trading Post. **Special Rules:** Gang Heirarchy (Champion), Tools of the Trade, Group Activation (1). <details> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Underhive Outcasts fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **Archetype:** When recruited, an Underhive Outcasts Champion must select an Archetype; this will determine which skill sets they have access to. **Skills:** When recruited, an Underhive Outcasts Champion may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s Credits value. **Wyrd Powers:** If the Underhive Outcasts Champion has the Wyrd Archetype then they can choose Wyrd Powers in place of skills (see Wyrd Powers on page 52) and gains the Non-sanctioned Psyker special rule. </details> <details className=""> <summary>Skill Access</summary> | Skill Set | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Wyrd | | ---------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------- | | Brawler | - | Primary | - | - | Secondary | Secondary | - | - | - | | Gunslinger | Secondary | - | - | - | - | Secondary | - | Primary | - | | Survivor | - | - | Secondary | - | Primary | Secondary | - | - | - | | Mastermind | - | - | - | Primary | - | Secondary | Secondary | Secondary | - | | Mutant | - | Primary | - | - | Secondary | Primary | - | - | - | | Wyrd | - | - | - | Secondary | - | Secondary | - | - | Primary | </details> <details className=""> <summary>Equipment</summary> Underhive Outcasts Champions may purchase weapons and Wargear from the Trading Post, **limited to items with a Rarity rating of 8** or lower (note that the Underhive Outcasts Leader’s allegiance might open up additional weapon and Wargear options): - During the course of a campaign, an Underhive Outcasts Champion may be given additional weapons and Wargear purchased from the Trading Post and from the Black Market. - An Underhive Outcasts Champion has **no restrictions** upon the types of weapon they can take; all weapon types are available. </details> </FighterCard> <FighterCard cost="30"> ### Hive Scum (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Skills:** Cunning (Primary) and Ferocity (Secondary) **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Specialist), Tools of the Trade (Specialist only). <details> <summary>Special Rules</summary> **Gang Fighter (Ganger):** Fighters with this special rule form the backbone of Underhive Outcasts gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Underhive Outcasts Specialist):** During Campaign play, an Underhive Outcasts Hive Scum may become an Underhive Outcasts Specialist. An Underhive Outcasts Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills (note, a gang may not start with an Underhive Outcasts Specialist). **Tools of the Trade (Underhive Outcasts Specialist only):** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. </details> #### Equipment Underhive Outcasts Hive Scum and Underhive Outcasts Specialists may purchase weapons and Wargear from the Underhive Outcasts Hive Scum equipment list (note that the Underhive Outcasts Leader’s allegiance might open up additional weapon and Wargear options): - During the course of a campaign, both Underhive Outcasts Hive Scum and Underhive Outcasts Specialists may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - An Underhive Outcasts Hive Scum may only be equipped with weapons chosen from the **Basic Weapons**, **Pistols** and **Close Combat Weapons** sections of this list, the Trading Post and the Black Market. - Once promoted, an Underhive Outcasts Specialist may only be equipped with weapons chosen from the Basic Weapons, Pistols, Close Combat Weapons and Special Weapons sections of this list, the Trading Post and the Black Market. </FighterCard>
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# The Action Phase _Source: Necromunda Core Rulebook (2023)_ The Action phase consists of just one step: 1. Activate Gang: Starting with the player that holds Priority, players take turns to choose one of their Ready fighters or vehicles to activate. ## 1. Activate Gang The bulk of a game of Necromunda takes place during the Action phase. The Action phase consists of play alternating back and forth between the players, activating individual models one at a time, or small groups of fighters as part of a ‘Group Activation’ (as follows). When it is a player’s turn, they choose one of the models within their gang that is Ready and perform a number of actions with it. This is referred to as ‘activating’ the model. The number of actions a model can perform depends upon its type: - When activated, a model may perform up to two actions, depending upon the type of actions it chooses to perform. - Sometimes a model may only be able to perform one action when activated. In such cases, the types of action it can choose to perform are limited to Simple, Basic and Free (see [Types of Action](/docs/the-rules/types-of-action)). - Sometimes a model may be able to perform additional actions when activated. In such cases, the rules will specify either the type of action or a specific action. The actions a Ready model can perform are governed by its current Status and Secondary Status. Players should note that certain Conditions will also limit the actions a model may make, most notably Broken. For example, a fighter subject to the Broken condition may only make a Running for Cover (Double) action when activated, regardless of Status or Secondary Status. If one player runs out of models to activate, the other player can activate all of their remaining models in an order of their choosing. Once all models have been activated, even if they performed no actions during their activation, the Action phase ends. ### Group Activations Some fighters, most notably Leaders and Champions, have a special rule called ‘Group Activation (X)’ listed on their profile. In all such cases, the ‘X’ in brackets will be replaced by a number (usually 1 or 2). When a player activates such a fighter, they can choose to use this special rule, allowing them to activate additional Ready fighters at the same time as the fighter (note that only fighters can be activated as part of a group activation, vehicles cannot): **Group Activation (X):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.
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# The Action Phase _Source: Necromunda Core Rulebook (2023)_ The Action phase consists of just one step: 1. Activate Gang: Starting with the player that holds Priority, players take turns to choose one of their Ready fighters or vehicles to activate. ## 1. Activate Gang The bulk of a game of Necromunda takes place during the Action phase. The Action phase consists of play alternating back and forth between the players, activating individual models one at a time, or small groups of fighters as part of a ‘Group Activation’ (as follows). When it is a player’s turn, they choose one of the models within their gang that is Ready and perform a number of actions with it. This is referred to as ‘activating’ the model. The number of actions a model can perform depends upon its type: - When activated, a model may perform up to two actions, depending upon the type of actions it chooses to perform. - Sometimes a model may only be able to perform one action when activated. In such cases, the types of action it can choose to perform are limited to Simple, Basic and Free (see [Types of Action](/docs/the-rules/types-of-action)). - Sometimes a model may be able to perform additional actions when activated. In such cases, the rules will specify either the type of action or a specific action. The actions a Ready model can perform are governed by its current Status and Secondary Status. Players should note that certain Conditions will also limit the actions a model may make, most notably Broken. For example, a fighter subject to the Broken condition may only make a Running for Cover (Double) action when activated, regardless of Status or Secondary Status. If one player runs out of models to activate, the other player can activate all of their remaining models in an order of their choosing. Once all models have been activated, even if they performed no actions during their activation, the Action phase ends. ### Group Activations Some fighters, most notably Leaders and Champions, have a special rule called ‘Group Activation (X)’ listed on their profile. In all such cases, the ‘X’ in brackets will be replaced by a number (usually 1 or 2). When a player activates such a fighter, they can choose to use this special rule, allowing them to activate additional Ready fighters at the same time as the fighter (note that only fighters can be activated as part of a group activation, vehicles cannot): **Group Activation (X):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.
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# 137. Hunter in the Storm _“It’s like the storm just came alive and took him!”_ \- Baery the Half-bald, Corpse Wardens, House Cawdor In this scenario, two gangs fight it out in the midst of a raging storm, while an unseen hunter strikes from the gloom. **Source: Apocrypha: Halfway Dead** ## Attacker & Defender - One gang is the attacker, all others are the defender. - The gang who chose this scenario is the attacker, the others are the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes), recommended 4'x4'. ## Crews - Custom (10). - Attacker designates a Hunter who needs to be a leader or a champion. No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (**Crew** Rating): +1 random per 100 credits. ## Deployment 1. Defenders deploy within 12" of the centre of the battlefield, 3" away from another fighter. - Start with the highest credit cost fighter. 2. Attacker then deploys anywhere on the battlefield, within 6" of a battlefield edge. The Hunter _is not_ deployed. ## The Hunter _The attackers are being led by a skilled and ruthless hunter. While their gang keeps the defenders busy, they stalk through the storm personally killing as many of the foe as possible._ Though the Hunter is not deployed on the battlefield, give them a Ready marker at the start of each round. When they activate, the Hunter can be placed anywhere on the battlefield provided they are either out of line of sight, or at least X" away from all defenders, where X" is equal to the current Visibility (X") rule. In each End phase, remove the Hunter from the battlefield. If the Hunter was Seriously Injured when they were removed from the battlefield, they are considered to have recovered with a Flesh Wound. ## Storm Winds _As the battle progresses the storm rapidly passes over the settlement, turning day into murky twilight._ The Visibility (24") rule is in effect at the start of the battle. At the beginning of each round after the first, reduce the visibility by 6", to a minimum of 6". ## Desperate Defence _The defenders are well-aware what will happen if they surrender, and cut off in the middle of the wasteland there’s nowhere for them to run._ In this scenario the defending gang does not need to make Bottle checks. ## Ending the Battle - At the end of a round if the Hunter has been taken Out of Action. - , if The battle ends when only one gang has fighters remaining. ## Victory - If the defender took out the Hunter, they win - Otherwise if the Hunter took at least half the defender's crew Out of Action - Otherwise it's a draw. ## Rewards ### Credits - Winner: 2D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for Leader who survives. - +D3 XP for taking the Hunter OOA. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). :::info Narrative Variant ## Shootout in Halfway If players wish, they may use this scenario to represent the battle between Ashwood Stranger and the Wind that Walks during the attack on Halfway. In order to do this, make the following changes: - The defending gang should be represented by Ashwood Stranger leading an Underhive Outcasts gang. - The attacking gang is represented by the Wind that Walks (use the profile for an Ash Waste Nomads Chieftain) leading an Ash Waste Nomads gang. - Rather than generating Warrior Spirits as normal, the Ash Waste Nomads gang can use each Warrior Spirit once during the battle. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Apocrypha Necromunda', 'Narrative Scenario', 'Ash Wastes']
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# 137. Hunter in the Storm _“It’s like the storm just came alive and took him!”_ \- Baery the Half-bald, Corpse Wardens, House Cawdor In this scenario, two gangs fight it out in the midst of a raging storm, while an unseen hunter strikes from the gloom. **Source: Apocrypha: Halfway Dead** ## Attacker & Defender - One gang is the attacker, all others are the defender. - The gang who chose this scenario is the attacker, the others are the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes), recommended 4'x4'. ## Crews - Custom (10). - Attacker designates a Hunter who needs to be a leader or a champion. No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (**Crew** Rating): +1 random per 100 credits. ## Deployment 1. Defenders deploy within 12" of the centre of the battlefield, 3" away from another fighter. - Start with the highest credit cost fighter. 2. Attacker then deploys anywhere on the battlefield, within 6" of a battlefield edge. The Hunter _is not_ deployed. ## The Hunter _The attackers are being led by a skilled and ruthless hunter. While their gang keeps the defenders busy, they stalk through the storm personally killing as many of the foe as possible._ Though the Hunter is not deployed on the battlefield, give them a Ready marker at the start of each round. When they activate, the Hunter can be placed anywhere on the battlefield provided they are either out of line of sight, or at least X" away from all defenders, where X" is equal to the current Visibility (X") rule. In each End phase, remove the Hunter from the battlefield. If the Hunter was Seriously Injured when they were removed from the battlefield, they are considered to have recovered with a Flesh Wound. ## Storm Winds _As the battle progresses the storm rapidly passes over the settlement, turning day into murky twilight._ The Visibility (24") rule is in effect at the start of the battle. At the beginning of each round after the first, reduce the visibility by 6", to a minimum of 6". ## Desperate Defence _The defenders are well-aware what will happen if they surrender, and cut off in the middle of the wasteland there’s nowhere for them to run._ In this scenario the defending gang does not need to make Bottle checks. ## Ending the Battle - At the end of a round if the Hunter has been taken Out of Action. - , if The battle ends when only one gang has fighters remaining. ## Victory - If the defender took out the Hunter, they win - Otherwise if the Hunter took at least half the defender's crew Out of Action - Otherwise it's a draw. ## Rewards ### Credits - Winner: 2D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for Leader who survives. - +D3 XP for taking the Hunter OOA. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). :::info Narrative Variant ## Shootout in Halfway If players wish, they may use this scenario to represent the battle between Ashwood Stranger and the Wind that Walks during the attack on Halfway. In order to do this, make the following changes: - The defending gang should be represented by Ashwood Stranger leading an Underhive Outcasts gang. - The attacking gang is represented by the Wind that Walks (use the profile for an Ash Waste Nomads Chieftain) leading an Ash Waste Nomads gang. - Rather than generating Warrior Spirits as normal, the Ash Waste Nomads gang can use each Warrior Spirit once during the battle. :::
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705
1,050
# 103. Bone Road Death Race _"DEATH OR GLORY! DEATH OF GLORY! DEATH OR GLORY!"_ \- Chant of the Brokeridge Burners In this scenario, two gangs race along the Bone Road trying to be the first one across the finish line. _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): - Rolling Roads. - Recommended size: 6'x4'. ## Crews Custom (10). Vehicles can be included. The defender's highest rated vehicle must carry the cargo. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Take turns placing models (highest gang rating starts): - Within 12" of the Trailing Edge. - More than 1" from enemies. ## Visibility (18") Visibility (18") is in effect for the entire battle. ## The Bone Road The Bone Road is a race course that tests the skill of any who try to drive it and is notoriously dangerous. The following rules apply depending on the round number to represent moving along the track. | Round | Effect | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The battlefield has impassable sides. | | 3-4 | The battlefield has open sides. | | 5-6 | The battlefield has cliff sides. | | 7-8 | The battlefield has cliff sides and an ash crust. If any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action, immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. | ### The Bone Road Apply the following depending on the round number (represents moving along the track): | Round | Effect | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-2 | **Impassable sides:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). | | 3-4 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). | | 5-6 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). | | 7-8 | **Cliff sides and ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). | ## Ending the Battle The battle ends if any of the following are true: - After round 8. - Max 1 gang has models remaining (excluding Seriously Injured). ## Victory The gang with a model closest to the Leading Edge is the winner. Otherwise it is a draw. ## Rewards #### Credits - Win: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for being closest to the Leading Edge when the battle ends (win). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles', 'Rolling Roads']
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# 103. Bone Road Death Race _"DEATH OR GLORY! DEATH OF GLORY! DEATH OR GLORY!"_ \- Chant of the Brokeridge Burners In this scenario, two gangs race along the Bone Road trying to be the first one across the finish line. _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): - Rolling Roads. - Recommended size: 6'x4'. ## Crews Custom (10). Vehicles can be included. The defender's highest rated vehicle must carry the cargo. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Take turns placing models (highest gang rating starts): - Within 12" of the Trailing Edge. - More than 1" from enemies. ## Visibility (18") Visibility (18") is in effect for the entire battle. ## The Bone Road The Bone Road is a race course that tests the skill of any who try to drive it and is notoriously dangerous. The following rules apply depending on the round number to represent moving along the track. | Round | Effect | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The battlefield has impassable sides. | | 3-4 | The battlefield has open sides. | | 5-6 | The battlefield has cliff sides. | | 7-8 | The battlefield has cliff sides and an ash crust. If any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action, immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. | ### The Bone Road Apply the following depending on the round number (represents moving along the track): | Round | Effect | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-2 | **Impassable sides:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). | | 3-4 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). | | 5-6 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). | | 7-8 | **Cliff sides and ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). | ## Ending the Battle The battle ends if any of the following are true: - After round 8. - Max 1 gang has models remaining (excluding Seriously Injured). ## Victory The gang with a model closest to the Leading Edge is the winner. Otherwise it is a draw. ## Rewards #### Credits - Win: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for being closest to the Leading Edge when the battle ends (win). 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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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Open Hive War Scenarios can be randomly generated using these ‘Hive War’ rules. The default size for this battlefield is 36”x36”, but smaller and larger battlefields can be used. The scenario is determined by randomly combining the following components (there are 12 of each): - Deployment: Where gangs can deploy. Some specify separate zones for attacker & defender. If a gang has multiple separate zones, at least 1 fighter must be placed in each zone (as far as possible). - Objective: Describes how the battle is won. Some use Objective markers. These are controlled in the End phase by the gang having the most fighters within 2” (not counting Seriously Injured fighters). Objective markers can't be scored in the first round or until the round after the Alarm is raised (Sneak Attack). - Peril: Special effects that apply to the battle. - Loot: Side-missions with additional rewards (usually kept secret). Scored immediately when the specified requirements are met. :::danger House Rule It could be beneficial to add the following rules universally: - Sneak Attack - No gang can win until after the End phase of the round after the Alarm has been raised. - Loot can't be scored until the End phase of the round after the Alarm has been raised. ::: :::info Broken combinations Note that these rules have never been proof-read or play tested. Several Objectives are potentially broken if combined with certain Deployments or special rules: - Burn Them Out: - Ambush - Critter Hunt: - Ambush - Home Turf - Escape the Dome: - Sneak Attack (special rule) - Reinforcements (special rule) - Backstab - Backstab (Reinforcements) - Free For All - Ambush - Home Turf - King of the Hive: - Ambush - Home Turf - Rush ‘Em: - Ambush - Home Turf - Flank ‘Em: - Ambush - Home Turf - Tunnel Clash: - Ambush - Home Turf ::: ## Steps 1. Generate the scenario (randomly): - Deployment: 1 - Objective: 1 - Peril: 1 - Loot: 1 per gang (secret) 1. Attacker & Defender: The winner of a roll-off can choose. 1. Deployment Zone: The Attacker chooses a deployment zone (if not specified). 1. Objective markers (if specified): Place any Objective markers. Can't be placed in Impassable terrain or within 2" of another Objective. 1. Loot markers (if specified): Place any Loot markers. 1. Peril markers (if specified): Place any Peril markers. 1. Crews: Depends on the battlefield size: - 36"x36" (or larger): Custom (12). - Smaller than 36”x36”: Custom (8). 1. At least half the crew must be Reinforcements (if specified). 1. Tactics: - Custom (2) to each gang - Additional Custom (1) to the underdog per 100 credits difference in gang rating. 1. Deployment: Attacker sets up the crew first. If the deployment zone is split in separate zones, at least one fighter must be placed in each zone. 1. Reinforcements (if specified): D3 models arrive starting at the end of round 2 (and each subsequent round). :::note All scenarios have the following:<br /> **Winning the Battle:** - Last remaining gang (at the start of any round). Most scenarios have the following:<br /> **Sneak Attack:** - No gang can win until after the End phase of the round after the Alarm has been raised. **Rewards:** - All participants gain 1 XP + D6x10 credits. - Winner gains additionally D3 Rep + D6x10 credits. ::: ## Scenario Table <table> <thead> <tr> <td>D12</td> <td>Objective</td> </tr> </thead> <tbody> <tr> <td>1</td> <td> <b>Burn Them Out:</b> Each gang places 3 Objectives in the opponent’s deployment zone (take turns starting with the Attacker).<br /> Once an Objective is scored, it is removed.<br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First and only gang to score all Objectives in the opponent’s deployment zone.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>2</td> <td> <b>Critter Hunt:</b> Place a single Objective in the centre of the battlefield. After being scored, it immediately moves 3D6” in a random direction.<br /> If this would place it in Impassable terrain or off the battlefield, the gang that did not score it can place it anywhere on the battlefield instead.<br /> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>First to control the Objective 3 times.</li> </ul> **Rewards:** All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 2D6x10 credits. </td> </tr> <tr> <td>3</td> <td> <b>Last Gang Standing:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 1XP if still on the battlefield + D6x10 credits.<br /> Rewards: <ul> <li>All: 1 XP for taking part. D6x10 credits.</li> <li>Winner: 1 XP if still on the battlefield. 1 Rep.</li> </ul> </td> </tr> <tr> <td>4</td> <td> <b>Escape The Dome:</b> The defender chooses a battlefield edge (after deployment).<br /> <i> NB: Potentially broken!</i> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>Attacker: At least 3 fighters are B2B with the chosen edge.</li> <li>Defender: Less than 3 attacking fighters remaining (at the start of any round).</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>5</td> <td> <b>Survival of the Meanest:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>Defender: Having at least 1 fighter still on the battlefield at the end of round 9.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards: <ul> <li> All: 1 XP for taking part. D6x10 credits.</li> <li> Winner: D3 Rep + D6x10 credits.</li> </ul> </td> </tr> <tr> <td>6</td> <td> <b>A Lesson In Pain:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>The Attacker wins if at least half the Defender’s crew is Seriously Injured or Out of Action by the End phase of round 6.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>7</td> <td> <b>Turf War:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>A friendly fighter within 8” of the centre of the battlefield (and no enemies within 8” of the centre) in the End phase of round 3 or any subsequent End phase.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>8</td> <td> <b>Killbox:</b> <ul> <li>Last remaining gang (at the start of any round).</li> <li>Attacker: No defending fighters are within 6” of any battlefield edge in the End phase of round 3 or anysubsequent rounds.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>9</td> <td> <b>King of the Hive:</b> Place a single Objective in the centre of the battlefield.<br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control the Objective 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>10</td> <td> <b>Rush ‘Em:</b> Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).<br /> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>First to control both Objectives 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>11</td> <td> <b>Flank ‘Em:</b> The Attacker chooses 2 opposite battlefield edges. Places an Objective on the centre point of each edge.<br /> <i>NB: Potentially broken in some deployments!</i><br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control both Objectives simultaneously 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>12</td> <td> <b>Tunnel Clash:</b> NB: Potentially broken in some deployments! Place a single Objective in the centre of the battlefield. Each gang then places 1 Objective each (starting with the Attacker): <ul> <li>At least 6” from the centre.</li> <li>At least 12” from any edge.</li> <li>At least 2” from another Objective.</li> </ul> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control 2 of 3 Objectives simultaneously 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> </tbody> </table> ## Loot Table | D12 | Loot | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **The Hit:** The enemy Leader is Seriously Injured or taken out of Action. <br />Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits & 1 Reputation. | | 2 | **The Challenge:** At least 1 enemy Champion is Seriously Injured or taken Out of Action.<br />Requirements: An enemy Champion is included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits. | | 3 | **Wipe Them Out:** At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action.<br />**Rewards:** D6x10 credits. | | 4 | **Loot Their Corpses:** After making 3+ Coup de Grace (Simple) actions, except when having made a Charge (Double) or Fight (Basic) action in the same activation.<br />**Rewards:** D6x10 credits. | | 5 | **Sabotage:** In any End phase, 2+ friendly fighters are in the enemy deployment zone without having moved or attacked during their activations.<br />Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.<br />**Rewards:** D6x10 credits. | | 6 | **Settle A Score:** After deployment, secretly randomize an enemy fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action.<br />**Rewards:** 1 Reputation. | | 7 | **Finish Them Off:** Take 3+ enemies Out of Action with Coup de Grace (Simple) actions.<br />**Rewards:** D6x10 credits. | | 8 | **Blaze of Glory:** After deployment, secretly randomize a friendly fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action by the enemy Leader.<br />Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits. | | 9 | **Search the Area:** Friendly fighters are B2B with each of the 4 edges of the battlefield in the End phase of the 3rd or subsequent round.<br />**Rewards:** 2D6x10 credits. | | 10 | **Kidnap Job:** After deployment, set up a Hive Dweller in the centre of the battlefield:<br /><ul><li>Can't be harmed by attacks (assumed to keep the head down).</li><li>Counts as a Loot casket for the purpose of being moved.</li></ul>A friendly fighter must reach B2B with a battlefield edge while guiding the Hive Dweller.<br />**Rewards:** 2D6x10 credits. 11 | **The Package:** After deployment, choose a friendly fighter. Scored in the End phase if that fighter is B2B with a battlefield edge in the enemy deployment zone (if the enemy deployment zone has no battlefield edges, reach the centre of the battlefield instead).<br />Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.<br />**Rewards:** D6x10 credits. 12 | **Got It Covered:** Divide the battlefield into 4 equal quarters. Have a friendly fighter within 2” of the centre of each of the 4 squares in the End phase of round 3 or any subsequent round.<br />**Rewards:** D6x10 credits & 1 Reputation. ## Peril Table <table> <thead> <tr> <td>D12</td> <td>Peril</td> </tr> </thead> <tbody> <tr> <td>1</td> <td> <b>Pitch Black:</b><br /> Apply pitch black rules (see Scenario Special Rules). </td> </tr> <tr> <td>2</td> <td> <b>Lair of the Beast:</b> Before deployment, place D3+1 Beast Lair markers (take turns starting with the Attacker). <ul> <li>Not a fighter.</li> <li>Always considered to be Standing.</li> <li>Can't become Prone or be moved by any means.</li> <li>Fighters can move within 1” of the Beast’s Lair and may move into base contact with it without needing</li> <li>to perform a Charge (Double) action.</li> <li>Fighters can attack the Beast’s Lair with ranged or close combat attacks.</li> <li>If reduced to 0 Wounds,remove it from play.</li> </ul> <table> <thead> <tr> <td>M</td> <td>WS</td> <td>BS</td> <td>S</td> <td>T</td> <td>W</td> <td>I</td> <td>A</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td> -</td> <td> 4+</td> <td> -</td> <td> 6</td> <td> 4</td> <td> 3</td> <td> -</td> <td> 1</td> <td> -</td> <td> -</td> <td> -</td> <td> -</td> </tr> </tbody> </table> If any fighter ends an activation within 6” of a Beast’s Lair, roll a D6. The beast will attack if at least one condition is met: <ul> <li>The result is a 6.</li> <li>The result is higher than the number of inches between the fighter and the Beast’s Lair.</li> </ul> Weapon: S6, AP-2, D3, Knockback, Melee, Versatile (6”). </td> </tr> <tr> <td>3</td> <td> <b>Ammo Shortage:</b> <ul> <li>All weapons gain Scarce (can't be reloaded).</li> <li>Lose Plentiful (if any).</li> <li>Special & Heavy weapons must re-roll successful Ammo tests.</li> </ul> </td> </tr> <tr> <td>4</td> <td> <b>Hive Critters:</b> Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker): <ul> <li>Outside Impassable terrain.</li> <li>At least 2” away from: <ul> <li>Other Hive Critters.</li> <li>Any battlefield edge.</li> </ul> </li> </ul> In each End phase, each Critter moves 2D6” in a random direction, stopping if contacting Impassable terrain or a fighter. This move can go up or down levels, ignoring any vertical distances. After moving, any fighters within 1” suffers a S3 hit. Critters can't be damaged by attacks. </td> </tr> <tr> <td>5</td> <td> <b>Radioactive Rain:</b> <ul> <li> All weapons gain Rad-phage (a fighter hit suffers an additional Flesh Wound on a 4+).</li> <li>If already having Rad-phase, this effect can be re-rolled.</li> </ul> </td> </tr> <tr> <td>6</td> <td> <b>Poisoned Air:</b> For this battle, fighters can't perform more than a single Move (Simple) action during the activation unless equipped with a Respirator. </td> </tr> <tr> <td>7</td> <td> <b>Gas Leak:</b> For this battle, Blaze triggers on 3+ (instead of 4+). When a fighter armed with a Blaze weapon is taken Out of Action, centre a 3” Blast on the fighter (before being removed). All fighters hit suffer Blaze on 3+. </td> </tr> <tr> <td>8</td> <td> <b>Horrors in the Dark:</b><br /> When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: <ul> <li>1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action.</li> <li>2-3: The fighter can't make any actions this turn.</li> <li>4-5: The fighter can only make one action this turn.</li> <li>6: The fighter activates normally.</li> </ul> <b>HOUSE RULE</b> Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. </td> </tr> <tr> <td>9</td> <td> <b>Unstable Ground:</b> <ul> <li>Re-roll successful Initiative tests to avoid falling from ledges and levels.</li> <li>When making a Charge (Double) action, roll two D3 and choose the lowest result to determine the final Charge distance.</li> </ul> </td> </tr> <tr> <td>10</td> <td> <b>Rotten Walls:</b> For this battle, fighters can make ranged attacks through Solid Terrain features targeting enemies within 12” (of the attacker). Does not apply to Gas, Template and Blast. These attacks only ever hit on a 6 (before modifiers). </td> </tr> <tr> <td>11</td> <td> <b>Falling Debris:</b> For this battle, each time a Blast (X) weapon is used, all fighters within 12” of the edge of the Blast must pass an Initiative test or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash or Smoke. </td> </tr> <tr> <td>12</td> <td> <b>Hive Plague:</b> After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang). </td> </tr> </tbody> </table>
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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. ::: # Open Hive War Scenarios can be randomly generated using these ‘Hive War’ rules. The default size for this battlefield is 36”x36”, but smaller and larger battlefields can be used. The scenario is determined by randomly combining the following components (there are 12 of each): - Deployment: Where gangs can deploy. Some specify separate zones for attacker & defender. If a gang has multiple separate zones, at least 1 fighter must be placed in each zone (as far as possible). - Objective: Describes how the battle is won. Some use Objective markers. These are controlled in the End phase by the gang having the most fighters within 2” (not counting Seriously Injured fighters). Objective markers can't be scored in the first round or until the round after the Alarm is raised (Sneak Attack). - Peril: Special effects that apply to the battle. - Loot: Side-missions with additional rewards (usually kept secret). Scored immediately when the specified requirements are met. :::danger House Rule It could be beneficial to add the following rules universally: - Sneak Attack - No gang can win until after the End phase of the round after the Alarm has been raised. - Loot can't be scored until the End phase of the round after the Alarm has been raised. ::: :::info Broken combinations Note that these rules have never been proof-read or play tested. Several Objectives are potentially broken if combined with certain Deployments or special rules: - Burn Them Out: - Ambush - Critter Hunt: - Ambush - Home Turf - Escape the Dome: - Sneak Attack (special rule) - Reinforcements (special rule) - Backstab - Backstab (Reinforcements) - Free For All - Ambush - Home Turf - King of the Hive: - Ambush - Home Turf - Rush ‘Em: - Ambush - Home Turf - Flank ‘Em: - Ambush - Home Turf - Tunnel Clash: - Ambush - Home Turf ::: ## Steps 1. Generate the scenario (randomly): - Deployment: 1 - Objective: 1 - Peril: 1 - Loot: 1 per gang (secret) 1. Attacker & Defender: The winner of a roll-off can choose. 1. Deployment Zone: The Attacker chooses a deployment zone (if not specified). 1. Objective markers (if specified): Place any Objective markers. Can't be placed in Impassable terrain or within 2" of another Objective. 1. Loot markers (if specified): Place any Loot markers. 1. Peril markers (if specified): Place any Peril markers. 1. Crews: Depends on the battlefield size: - 36"x36" (or larger): Custom (12). - Smaller than 36”x36”: Custom (8). 1. At least half the crew must be Reinforcements (if specified). 1. Tactics: - Custom (2) to each gang - Additional Custom (1) to the underdog per 100 credits difference in gang rating. 1. Deployment: Attacker sets up the crew first. If the deployment zone is split in separate zones, at least one fighter must be placed in each zone. 1. Reinforcements (if specified): D3 models arrive starting at the end of round 2 (and each subsequent round). :::note All scenarios have the following:<br /> **Winning the Battle:** - Last remaining gang (at the start of any round). Most scenarios have the following:<br /> **Sneak Attack:** - No gang can win until after the End phase of the round after the Alarm has been raised. **Rewards:** - All participants gain 1 XP + D6x10 credits. - Winner gains additionally D3 Rep + D6x10 credits. ::: ## Scenario Table <table> <thead> <tr> <td>D12</td> <td>Objective</td> </tr> </thead> <tbody> <tr> <td>1</td> <td> <b>Burn Them Out:</b> Each gang places 3 Objectives in the opponent’s deployment zone (take turns starting with the Attacker).<br /> Once an Objective is scored, it is removed.<br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First and only gang to score all Objectives in the opponent’s deployment zone.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>2</td> <td> <b>Critter Hunt:</b> Place a single Objective in the centre of the battlefield. After being scored, it immediately moves 3D6” in a random direction.<br /> If this would place it in Impassable terrain or off the battlefield, the gang that did not score it can place it anywhere on the battlefield instead.<br /> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>First to control the Objective 3 times.</li> </ul> **Rewards:** All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 2D6x10 credits. </td> </tr> <tr> <td>3</td> <td> <b>Last Gang Standing:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 1XP if still on the battlefield + D6x10 credits.<br /> Rewards: <ul> <li>All: 1 XP for taking part. D6x10 credits.</li> <li>Winner: 1 XP if still on the battlefield. 1 Rep.</li> </ul> </td> </tr> <tr> <td>4</td> <td> <b>Escape The Dome:</b> The defender chooses a battlefield edge (after deployment).<br /> <i> NB: Potentially broken!</i> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>Attacker: At least 3 fighters are B2B with the chosen edge.</li> <li>Defender: Less than 3 attacking fighters remaining (at the start of any round).</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>5</td> <td> <b>Survival of the Meanest:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>Defender: Having at least 1 fighter still on the battlefield at the end of round 9.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards: <ul> <li> All: 1 XP for taking part. D6x10 credits.</li> <li> Winner: D3 Rep + D6x10 credits.</li> </ul> </td> </tr> <tr> <td>6</td> <td> <b>A Lesson In Pain:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>The Attacker wins if at least half the Defender’s crew is Seriously Injured or Out of Action by the End phase of round 6.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>7</td> <td> <b>Turf War:</b> <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>A friendly fighter within 8” of the centre of the battlefield (and no enemies within 8” of the centre) in the End phase of round 3 or any subsequent End phase.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>8</td> <td> <b>Killbox:</b> <ul> <li>Last remaining gang (at the start of any round).</li> <li>Attacker: No defending fighters are within 6” of any battlefield edge in the End phase of round 3 or anysubsequent rounds.</li> <li>Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>9</td> <td> <b>King of the Hive:</b> Place a single Objective in the centre of the battlefield.<br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control the Objective 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>10</td> <td> <b>Rush ‘Em:</b> Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).<br /> Winning the Battle: <ul> <li>Last remaining gang (at the start of any round).</li> <li>First to control both Objectives 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>11</td> <td> <b>Flank ‘Em:</b> The Attacker chooses 2 opposite battlefield edges. Places an Objective on the centre point of each edge.<br /> <i>NB: Potentially broken in some deployments!</i><br /> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control both Objectives simultaneously 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> <tr> <td>12</td> <td> <b>Tunnel Clash:</b> NB: Potentially broken in some deployments! Place a single Objective in the centre of the battlefield. Each gang then places 1 Objective each (starting with the Attacker): <ul> <li>At least 6” from the centre.</li> <li>At least 12” from any edge.</li> <li>At least 2” from another Objective.</li> </ul> Winning the Battle: <ul> <li>Default: Last remaining gang (at the start of any round).</li> <li>First to control 2 of 3 Objectives simultaneously 3 times.</li> </ul> Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits. </td> </tr> </tbody> </table> ## Loot Table | D12 | Loot | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **The Hit:** The enemy Leader is Seriously Injured or taken out of Action. <br />Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits & 1 Reputation. | | 2 | **The Challenge:** At least 1 enemy Champion is Seriously Injured or taken Out of Action.<br />Requirements: An enemy Champion is included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits. | | 3 | **Wipe Them Out:** At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action.<br />**Rewards:** D6x10 credits. | | 4 | **Loot Their Corpses:** After making 3+ Coup de Grace (Simple) actions, except when having made a Charge (Double) or Fight (Basic) action in the same activation.<br />**Rewards:** D6x10 credits. | | 5 | **Sabotage:** In any End phase, 2+ friendly fighters are in the enemy deployment zone without having moved or attacked during their activations.<br />Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.<br />**Rewards:** D6x10 credits. | | 6 | **Settle A Score:** After deployment, secretly randomize an enemy fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action.<br />**Rewards:** 1 Reputation. | | 7 | **Finish Them Off:** Take 3+ enemies Out of Action with Coup de Grace (Simple) actions.<br />**Rewards:** D6x10 credits. | | 8 | **Blaze of Glory:** After deployment, secretly randomize a friendly fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action by the enemy Leader.<br />Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).<br />**Rewards:** D6x10 credits. | | 9 | **Search the Area:** Friendly fighters are B2B with each of the 4 edges of the battlefield in the End phase of the 3rd or subsequent round.<br />**Rewards:** 2D6x10 credits. | | 10 | **Kidnap Job:** After deployment, set up a Hive Dweller in the centre of the battlefield:<br /><ul><li>Can't be harmed by attacks (assumed to keep the head down).</li><li>Counts as a Loot casket for the purpose of being moved.</li></ul>A friendly fighter must reach B2B with a battlefield edge while guiding the Hive Dweller.<br />**Rewards:** 2D6x10 credits. 11 | **The Package:** After deployment, choose a friendly fighter. Scored in the End phase if that fighter is B2B with a battlefield edge in the enemy deployment zone (if the enemy deployment zone has no battlefield edges, reach the centre of the battlefield instead).<br />Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.<br />**Rewards:** D6x10 credits. 12 | **Got It Covered:** Divide the battlefield into 4 equal quarters. Have a friendly fighter within 2” of the centre of each of the 4 squares in the End phase of round 3 or any subsequent round.<br />**Rewards:** D6x10 credits & 1 Reputation. ## Peril Table <table> <thead> <tr> <td>D12</td> <td>Peril</td> </tr> </thead> <tbody> <tr> <td>1</td> <td> <b>Pitch Black:</b><br /> Apply pitch black rules (see Scenario Special Rules). </td> </tr> <tr> <td>2</td> <td> <b>Lair of the Beast:</b> Before deployment, place D3+1 Beast Lair markers (take turns starting with the Attacker). <ul> <li>Not a fighter.</li> <li>Always considered to be Standing.</li> <li>Can't become Prone or be moved by any means.</li> <li>Fighters can move within 1” of the Beast’s Lair and may move into base contact with it without needing</li> <li>to perform a Charge (Double) action.</li> <li>Fighters can attack the Beast’s Lair with ranged or close combat attacks.</li> <li>If reduced to 0 Wounds,remove it from play.</li> </ul> <table> <thead> <tr> <td>M</td> <td>WS</td> <td>BS</td> <td>S</td> <td>T</td> <td>W</td> <td>I</td> <td>A</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td> -</td> <td> 4+</td> <td> -</td> <td> 6</td> <td> 4</td> <td> 3</td> <td> -</td> <td> 1</td> <td> -</td> <td> -</td> <td> -</td> <td> -</td> </tr> </tbody> </table> If any fighter ends an activation within 6” of a Beast’s Lair, roll a D6. The beast will attack if at least one condition is met: <ul> <li>The result is a 6.</li> <li>The result is higher than the number of inches between the fighter and the Beast’s Lair.</li> </ul> Weapon: S6, AP-2, D3, Knockback, Melee, Versatile (6”). </td> </tr> <tr> <td>3</td> <td> <b>Ammo Shortage:</b> <ul> <li>All weapons gain Scarce (can't be reloaded).</li> <li>Lose Plentiful (if any).</li> <li>Special & Heavy weapons must re-roll successful Ammo tests.</li> </ul> </td> </tr> <tr> <td>4</td> <td> <b>Hive Critters:</b> Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker): <ul> <li>Outside Impassable terrain.</li> <li>At least 2” away from: <ul> <li>Other Hive Critters.</li> <li>Any battlefield edge.</li> </ul> </li> </ul> In each End phase, each Critter moves 2D6” in a random direction, stopping if contacting Impassable terrain or a fighter. This move can go up or down levels, ignoring any vertical distances. After moving, any fighters within 1” suffers a S3 hit. Critters can't be damaged by attacks. </td> </tr> <tr> <td>5</td> <td> <b>Radioactive Rain:</b> <ul> <li> All weapons gain Rad-phage (a fighter hit suffers an additional Flesh Wound on a 4+).</li> <li>If already having Rad-phase, this effect can be re-rolled.</li> </ul> </td> </tr> <tr> <td>6</td> <td> <b>Poisoned Air:</b> For this battle, fighters can't perform more than a single Move (Simple) action during the activation unless equipped with a Respirator. </td> </tr> <tr> <td>7</td> <td> <b>Gas Leak:</b> For this battle, Blaze triggers on 3+ (instead of 4+). When a fighter armed with a Blaze weapon is taken Out of Action, centre a 3” Blast on the fighter (before being removed). All fighters hit suffer Blaze on 3+. </td> </tr> <tr> <td>8</td> <td> <b>Horrors in the Dark:</b><br /> When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: <ul> <li>1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action.</li> <li>2-3: The fighter can't make any actions this turn.</li> <li>4-5: The fighter can only make one action this turn.</li> <li>6: The fighter activates normally.</li> </ul> <b>HOUSE RULE</b> Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. </td> </tr> <tr> <td>9</td> <td> <b>Unstable Ground:</b> <ul> <li>Re-roll successful Initiative tests to avoid falling from ledges and levels.</li> <li>When making a Charge (Double) action, roll two D3 and choose the lowest result to determine the final Charge distance.</li> </ul> </td> </tr> <tr> <td>10</td> <td> <b>Rotten Walls:</b> For this battle, fighters can make ranged attacks through Solid Terrain features targeting enemies within 12” (of the attacker). Does not apply to Gas, Template and Blast. These attacks only ever hit on a 6 (before modifiers). </td> </tr> <tr> <td>11</td> <td> <b>Falling Debris:</b> For this battle, each time a Blast (X) weapon is used, all fighters within 12” of the edge of the Blast must pass an Initiative test or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash or Smoke. </td> </tr> <tr> <td>12</td> <td> <b>Hive Plague:</b> After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang). </td> </tr> </tbody> </table>
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# End Phase :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: After all models that wish to activate have activated, the Action phase ends :::note ### Remove Temporary Effects **Smoke:** Roll a D6 per smoke cloud: on a 1-4 it is removed. **Graviton Pulse:** Remove any Graviton Pulse blasts. **Toxic Sludge:** Roll a 2+ for each Prone fighter that is at least partially in a pool of toxic sludge, or go Out of Action. ::: ## End Phase Order 1. Bottle tests. 2. Fleeing the Battlefield (if Bottled out). 3. Recover & Restart. 4. Rally tests (Broken models) ## Bottle Tests Make a Bottle test for gangs with at least one model Seriously Injured or Out of Action (including wrecked vehicles). The player with Priority starts. **D6 + Seriously Injured + Out of Action > starting crew** Roll a D6 and add the number of models in the gang who are either Seriously Injured or Out of Action. If the result is higher than the total number of models in the starting crew (the number of models present at the start of the battle), the gang has bottled out (no need to test again as the gang remains bottled out for the rest of the battle). Alternatively, a gang can choose to automatically fail. :::info N17 (Improved Version) Include all models when making bottle tests (models present at the start of the battle and any that have joined since). ::: :::danger House Rule (A&A) - Reinforcements count towards bottle tests. - A voluntary fail automatically loses the match. ::: ## Fleeing the Battlefield Once a gang has Bottled Out, models may begin to flee the battlefield. Starting with the gang with Priority, every model must pass a Cool test, regardless of Status, Secondary Status or any Conditions. Models that fail will flee the battlefield: - Fighter: - Standing or Pinned: Removed with no ill effect. - Seriously Injured: Removed and must test succumb to their injuries after the battle. - Vehicle: Wrecked (without risking any damage). The crew abandons the vehicle and returns after the battle to collect it. For the purposes of the scenario being played, models that flee in this way are considered to have gone Out of Action (unless the scenario states otherwise). #### Leading by Example Fighters draw courage from their leaders. After the gang bottles out, if a model with the Leading By Example ability passes the Fleeing the Battlefield (Cool) test in the End phase, any friendly model within X” automatically pass the Cool test and will not flee. - _Leader:_ 12” (any other model). - _Champion:_ 6” (models without LBE). Notes: - Only fighters from the same “group” are affected, for example Alliance or Gang. - Keep in mind the role of walls and solid terrain features when measuring the distance between fighters. :::info N17-N21 (Improved Version) Champions can only use Leading By Example for models without this ability ::: #### Voluntarily Fleeing Once bottled out (either voluntarily or failing a Bottle test), any model (not Seriously Injured) can flee the battlefield at the start of any Action phase: - **Active, Pinned or Vehicle:** Flee automatically. - **Engaged:** Pass an Initiative test to flee, or be Seriously Injured instead. - **Seriously Injured:** Cannot voluntarily flee. Once the gang only has Seriously Injured fighters remaining, the battle ends. Roll for Seriously Injured fighters succumbing to their injuries as normal. ## Recovery & Restart Models with the following statuses can attempt to recover once per End phase for a single condition: - Fighter: Seriously Injured. - Vehicle: - Stationary. - Driver Black Out. - Flesh Wound. #### Fighter (Seriously Injured) Each Seriously Injured fighter must make a Recovery test by rolling an Injury dice: - **Flesh Wound:** Suffers a Flesh Wound and become Pinned. - **Seriously Injured:** The fighter remains as they are (Prone and Seriously Injured). - **Out of Action:** The fighter is Out of Action (suffering a Lasting Injury roll as normal). #### Assistance When making a Recovery test, one Active friendly fighter within 1” of the recovering fighter can assist: - +1 Injury dice (choose one to resolve and discard the others). A fighter can only assist one recovering fighter in each End phase. #### Vehicle: Stationary Pass a Handling test (+1 modifier if having 2+ Wounds remaining) to become Mobile. #### Vehicle: Driver Black Out Roll a 4+ to recover and suffer a Flesh Wound. #### Vehicle: Flesh Wound Roll a D6: | D6 | Result | | ------- | ----------------------------------------- | | **1** | Suffer a Driver Black Out (Crew Damage)\* | | **2-3** | No effect (the Flesh Wound remains). | | **4+** | Remove 1 Flesh Wound | \*Suffering a Driver Black Out incurs the following: - Automatically Lose Control. - Become Stationary. - Lose any Ready condition. - Cannot become Ready (at the start of a round) until the driver regains consciousness. ## Rally Tests After making Recovery tests in the End phase, Broken models can attempt to Rally (no longer Broken): - Pass a Cool test (+1 modifier per friendly model within 3" that are not Broken or Seriously Injured). If failed, remain Broken until the Rally Test in the next End phase :::note Flooded Passage (Special Terrain Feature) At the end of each End phase, roll 2+ for each Seriously Injured fighter in the Flood Water or they are taken Out of Action (their injuries are too great to keep their head above water). ::: :::note Badzone Environments If using Badzone Environments, roll to see if the current is discarded. If discarded, generate a new Event. ::: :::note Leading by Example is not affected by any status or condition (Broken, Seriously Injured, Blaze etc.) :::
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# End Phase :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: After all models that wish to activate have activated, the Action phase ends :::note ### Remove Temporary Effects **Smoke:** Roll a D6 per smoke cloud: on a 1-4 it is removed. **Graviton Pulse:** Remove any Graviton Pulse blasts. **Toxic Sludge:** Roll a 2+ for each Prone fighter that is at least partially in a pool of toxic sludge, or go Out of Action. ::: ## End Phase Order 1. Bottle tests. 2. Fleeing the Battlefield (if Bottled out). 3. Recover & Restart. 4. Rally tests (Broken models) ## Bottle Tests Make a Bottle test for gangs with at least one model Seriously Injured or Out of Action (including wrecked vehicles). The player with Priority starts. **D6 + Seriously Injured + Out of Action > starting crew** Roll a D6 and add the number of models in the gang who are either Seriously Injured or Out of Action. If the result is higher than the total number of models in the starting crew (the number of models present at the start of the battle), the gang has bottled out (no need to test again as the gang remains bottled out for the rest of the battle). Alternatively, a gang can choose to automatically fail. :::info N17 (Improved Version) Include all models when making bottle tests (models present at the start of the battle and any that have joined since). ::: :::danger House Rule (A&A) - Reinforcements count towards bottle tests. - A voluntary fail automatically loses the match. ::: ## Fleeing the Battlefield Once a gang has Bottled Out, models may begin to flee the battlefield. Starting with the gang with Priority, every model must pass a Cool test, regardless of Status, Secondary Status or any Conditions. Models that fail will flee the battlefield: - Fighter: - Standing or Pinned: Removed with no ill effect. - Seriously Injured: Removed and must test succumb to their injuries after the battle. - Vehicle: Wrecked (without risking any damage). The crew abandons the vehicle and returns after the battle to collect it. For the purposes of the scenario being played, models that flee in this way are considered to have gone Out of Action (unless the scenario states otherwise). #### Leading by Example Fighters draw courage from their leaders. After the gang bottles out, if a model with the Leading By Example ability passes the Fleeing the Battlefield (Cool) test in the End phase, any friendly model within X” automatically pass the Cool test and will not flee. - _Leader:_ 12” (any other model). - _Champion:_ 6” (models without LBE). Notes: - Only fighters from the same “group” are affected, for example Alliance or Gang. - Keep in mind the role of walls and solid terrain features when measuring the distance between fighters. :::info N17-N21 (Improved Version) Champions can only use Leading By Example for models without this ability ::: #### Voluntarily Fleeing Once bottled out (either voluntarily or failing a Bottle test), any model (not Seriously Injured) can flee the battlefield at the start of any Action phase: - **Active, Pinned or Vehicle:** Flee automatically. - **Engaged:** Pass an Initiative test to flee, or be Seriously Injured instead. - **Seriously Injured:** Cannot voluntarily flee. Once the gang only has Seriously Injured fighters remaining, the battle ends. Roll for Seriously Injured fighters succumbing to their injuries as normal. ## Recovery & Restart Models with the following statuses can attempt to recover once per End phase for a single condition: - Fighter: Seriously Injured. - Vehicle: - Stationary. - Driver Black Out. - Flesh Wound. #### Fighter (Seriously Injured) Each Seriously Injured fighter must make a Recovery test by rolling an Injury dice: - **Flesh Wound:** Suffers a Flesh Wound and become Pinned. - **Seriously Injured:** The fighter remains as they are (Prone and Seriously Injured). - **Out of Action:** The fighter is Out of Action (suffering a Lasting Injury roll as normal). #### Assistance When making a Recovery test, one Active friendly fighter within 1” of the recovering fighter can assist: - +1 Injury dice (choose one to resolve and discard the others). A fighter can only assist one recovering fighter in each End phase. #### Vehicle: Stationary Pass a Handling test (+1 modifier if having 2+ Wounds remaining) to become Mobile. #### Vehicle: Driver Black Out Roll a 4+ to recover and suffer a Flesh Wound. #### Vehicle: Flesh Wound Roll a D6: | D6 | Result | | ------- | ----------------------------------------- | | **1** | Suffer a Driver Black Out (Crew Damage)\* | | **2-3** | No effect (the Flesh Wound remains). | | **4+** | Remove 1 Flesh Wound | \*Suffering a Driver Black Out incurs the following: - Automatically Lose Control. - Become Stationary. - Lose any Ready condition. - Cannot become Ready (at the start of a round) until the driver regains consciousness. ## Rally Tests After making Recovery tests in the End phase, Broken models can attempt to Rally (no longer Broken): - Pass a Cool test (+1 modifier per friendly model within 3" that are not Broken or Seriously Injured). If failed, remain Broken until the Rally Test in the next End phase :::note Flooded Passage (Special Terrain Feature) At the end of each End phase, roll 2+ for each Seriously Injured fighter in the Flood Water or they are taken Out of Action (their injuries are too great to keep their head above water). ::: :::note Badzone Environments If using Badzone Environments, roll to see if the current is discarded. If discarded, generate a new Event. ::: :::note Leading by Example is not affected by any status or condition (Broken, Seriously Injured, Blaze etc.) :::
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# Skirmish :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Guidelines - Between 1250-2000 credits. - 10-20 fighters. - Buy 10 fighters before adding Hangers-on or Hired Guns. - Agree on a Rarity/Legality level for purchasing items at the Trading Post and Black Market. - Agree on the Reputation. - Decide how many Gangers are upgraded to Specialists. - Agree on a number of free skills in addition to the starting skills for Champions and Leaders, for example 6 Primary skills and 1 Secondary. - Each fighter may receive maximum 2 free skills. - Give a number of characteristic increases equal to half the number of free skills rounded down. - Each fighter can be allocated max 1 characteristic increase. - Only fighters with 1 or less free skills can be given a characteristic increase. - Ignore crew size limitations. - Roll-off to determine which gang has Home Turf (if applicable). - Roll-off to see who the captor is (if applicable). Choose or randomize a fighter to be the Captive. - Campaign Events are recommended. ## Linked battles - Roll a 3+ for any fighter (other than the Leader) that goes out of action, or go into Recovery (miss - the next battle). - If a gang can't field a full crew, draw 1 extra Tactics card per crew slot empty. - Can keep score of how many battles each gang wins.
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2024-06-13 20:34:24.508078
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# Skirmish :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Guidelines - Between 1250-2000 credits. - 10-20 fighters. - Buy 10 fighters before adding Hangers-on or Hired Guns. - Agree on a Rarity/Legality level for purchasing items at the Trading Post and Black Market. - Agree on the Reputation. - Decide how many Gangers are upgraded to Specialists. - Agree on a number of free skills in addition to the starting skills for Champions and Leaders, for example 6 Primary skills and 1 Secondary. - Each fighter may receive maximum 2 free skills. - Give a number of characteristic increases equal to half the number of free skills rounded down. - Each fighter can be allocated max 1 characteristic increase. - Only fighters with 1 or less free skills can be given a characteristic increase. - Ignore crew size limitations. - Roll-off to determine which gang has Home Turf (if applicable). - Roll-off to see who the captor is (if applicable). Choose or randomize a fighter to be the Captive. - Campaign Events are recommended. ## Linked battles - Roll a 3+ for any fighter (other than the Leader) that goes out of action, or go into Recovery (miss - the next battle). - If a gang can't field a full crew, draw 1 extra Tactics card per crew slot empty. - Can keep score of how many battles each gang wins.
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# Palanite Enforcers _Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers._ _More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke._ ## Gang Composition Enforcers follow [normal rules](/docs/founding-a-gang/gang-creation) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## Special Rules Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](#palanite-enforcers-in-dominion-campaigns). :::danger House Rule (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ::: ## Fighters <FighterCard cost="140"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="100"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="70"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="0*"> ### Rookie (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. #### \*Fresh From the Academy When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. </FighterCard> <FighterCard cost="30"> ### Palanite Ranger (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | #### Palanite Specialist The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. #### Vehicle Crew A Palanite Ranger must always be equipped with a vehicle. #### Equipment A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <VehicleCard cost="130"> ### Enforcer Tauros Venator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | </div> **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). #### Dedicated Gunner When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. #### Equipment An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> <FighterCard cost="130"> ### 0-2 Hardcase Cyber-Mastiff (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Hardcase Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](/docs/armoury/armour#carapace) and a [respirator](/docs/armoury/personal-equipment#respirator). #### Faithful Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. _For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving._ _As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf._ </FighterCard> <FighterCard cost="205"> ### 0-2 Enforcer ‘Sanctioner’ Pattern Automata (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Grenade launcher array<br />- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | </WeaponStats> **Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. #### Automated Repair Systems During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. #### Mobile Bulwark If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. #### Options An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | ---------------------------------------- | ---- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | ------------------ | ---- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --------------------- | ---- | | Heavy carapace armour | +20 | _To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner._ _A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going._ _The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way._ _A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers._ _Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold._ </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](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :---------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## Palanite Enforcers In Dominion Campaigns An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### Territories And Campaign Phases Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### Territory Actions If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### Triumphs Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### Unique Territory – Palanite Precinct Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### Homeground If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### Territory Boon **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation.
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# Palanite Enforcers _Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers._ _More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke._ ## Gang Composition Enforcers follow [normal rules](/docs/founding-a-gang/gang-creation) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## Special Rules Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](#palanite-enforcers-in-dominion-campaigns). :::danger House Rule (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ::: ## Fighters <FighterCard cost="140"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="100"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="70"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="0*"> ### Rookie (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. #### \*Fresh From the Academy When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. </FighterCard> <FighterCard cost="30"> ### Palanite Ranger (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | #### Palanite Specialist The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. #### Vehicle Crew A Palanite Ranger must always be equipped with a vehicle. #### Equipment A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <VehicleCard cost="130"> ### Enforcer Tauros Venator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | </div> **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). #### Dedicated Gunner When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. #### Equipment An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> <FighterCard cost="130"> ### 0-2 Hardcase Cyber-Mastiff (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Hardcase Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](/docs/armoury/armour#carapace) and a [respirator](/docs/armoury/personal-equipment#respirator). #### Faithful Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. _For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving._ _As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf._ </FighterCard> <FighterCard cost="205"> ### 0-2 Enforcer ‘Sanctioner’ Pattern Automata (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Grenade launcher array<br />- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | </WeaponStats> **Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. #### Automated Repair Systems During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. #### Mobile Bulwark If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. #### Options An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | ---------------------------------------- | ---- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | ------------------ | ---- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --------------------- | ---- | | Heavy carapace armour | +20 | _To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner._ _A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going._ _The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way._ _A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers._ _Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold._ </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](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :---------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## Palanite Enforcers In Dominion Campaigns An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### Territories And Campaign Phases Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### Territory Actions If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### Triumphs Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### Unique Territory – Palanite Precinct Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### Homeground If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### Territory Boon **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation.
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# Gang Creation When founding a gang, players will have a maximum budget of credits to spend on fighters, weapons, Wargear and vehicles chosen from the entries within their gang list. How much this budget is will depend upon whether the gang is being founded for Skirmish play or Campaign play. In either case, this budget may not be exceeded. Any unspent credits will be added to the gang’s Stash if the gang has been founded for Campaign play. However, if a gang has been founded for Skirmish play, any unspent credits are simply lost. ## Campaign Play When founding a gang for Campaign play, the budget available is 1,000 credits. Note, however, that should they wish, the Arbitrator can increase or decrease this budget. Additionally, if using vehicles in your campaign each gang gains an extra 400 credits that can only be spent on wargear that grants the Mounted condition, Crew, vehicles or fighters that come by default with Wargear that grants the Mounted condition. Any unspent credits from this allowance are lost after the gang is founded. Note that players may also spend some of their initial 1,000 credits on Crew, vehicles, fighters that come by default with Wargear that grants the Mounted condition and Wargear that grants the Mounted condition. ## Skirmish Play When founding a gang for Skirmish play, the budget available should be agreed upon by the players. This can be as much or as little as they think appropriate, but as a general guideline, a budget of between 1,250 credits and 2,000 credits is recommended. :::note ### Campaign Play & Skirmish Play Necromunda is a game best played as part of a campaign – a series of linked battles where each player’s gang grows and develops as the campaign progresses. As such the rules presented in this rulebook assume you are playing a campaign. However, campaign play is not the only way to play Necromunda as stand alone games can also be played. These are called skirmish battles. ::: ## Model Names, Categories & Types Each model available to a gang is of a named type; this is the name given to that model’s rank within the gang hierarchy of their House. In addition, each has a category listed in brackets. For example, a lowly gang fighter in an Orlock gang is an Orlock Gunner (Ganger). This indicates that within House Orlock, such fighters are called ‘Gunners’, whereas within the rules of the game, this fighter is a ‘Ganger’. Very often the rules will refer to models by category (Leader, Champion, Prospect, Ganger, Juve or Crew, for example). In such cases, the rule is universal to all such models, regardless of their type. At other times, the rules will refer to a model by their specific type, ‘Orlock Gunner’ for example. In these cases, the rule is specific only to models of that type. ## Gang Composition The first step is to choose and purchase the models that make up the gang. Each of the different gang lists details all of the models available to that gang. These models are purchased by paying the credits cost shown in their entry from the budget available. Most gangs must always follow the rules presented below. In the case of any gangs that follow different rules, these will be presented as part of that gang’s gang list: - There must be one model with the Leader special rule. - The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Should it occur during the course of a campaign that the number of models without the Gang Fighter (X) special rule exceeds the total number of models with the Gang Fighter (X) special rule, the controlling player must either: - Retire a number of models without the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. Or: - Recruit fresh models with the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. ### Hiring Existing Fighters And Vehicles When creating a gang, players may wish to use fighters, Crew and vehicles from a gang they previously ran in a campaign so that they can continue to follow their story. In order to do this, players deduct their credits value from their budget and then add the fighter, Crew or vehicle to their new gang. When the model is added to your gang, they retain all weapons, Wargear, skills, Advancements and Lasting Injuries. ## Weapons & Wargear The next step is to choose and purchase the weapons and Wargear each model will be equipped with. Each model’s entry within their gang list includes a detailed list of the weapons and Wargear that model may purchase. ## Equipping A Fighter All fighters can be equipped as follows: - A fighter on foot can be equipped with a maximum of three weapons purchased from those listed in their entry. A fighter subject to the Mounted condition can be equipped with a maximum of two. - Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may purchase Wargear that is listed in their entry. - 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. - If the gang is being founded for Campaign play, fighters will be limited to the equipment listed in their entry, whereas fighters in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. ## Equipping Crew All Crew can be equipped as follows: - Crew can be equipped with a maximum of two weapons, any weapons the Crew are equipped with gain the Arc (Front) trait. - 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. - Any Crew may purchase Wargear that is listed in their entry. - If the gang is being founded for Campaign play, Crew will be limited to the equipment listed in their entry, whereas Crew in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. - All Crew must be equipped with a vehicle from their equipment list. Regardless of the size of the vehicle, one Crew is sufficient to fully operate the vehicle. ## New Equipment During a campaign, gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - Any fighter or Crew may discard any Wargear (including a vehicle) they are equipped with in favour of new Wargear. Any Wargear discarded in this way is placed in the gang’s Stash and may be given to other fighters. Note that this means Wargear can only be discarded if being replaced by an alternative itemthat fulfils a similar purpose. - No fighter or Crew may discard a weapon. The gang fighters of Necromunda become attached to their weapons of choice and would rather hoard weapons than discard them. - No fighter may discard Wargear that grants the Mounted condition. Out in the ash wastes having access to transport means the difference between life and death and no fighter would discard theirs. - Fighters and Crew with the Gang Fighter (X) special rule that do not also have the Tools of the Trade special rule cannot be given a new weapon if it would take them above the limit of weapons allowed (three for fighters and two for Crew). - Fighters and Crew with the Tools of the Trade special rule can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘equipment set’, see [Equipment Sets](/docs/founding-a-gang/gang-creation#equipment-sets). ## Equipping A Vehicle Vehicles can be equipped with a wide variety of weapons, Wargear and Upgrades. Most vehicles have a number of Weapon Hardpoints on them, each of which can be equipped with a weapon from those available to that vehicle. In some cases, it may be possible to add additional Weapon Hardpoints through Upgrades or Wargear. There is no limit to the amount of Wargear that a vehicle may be fitted with, though some Wargear may not be combined with others; where this is the case it will be explained under the Wargear’s rules. Each vehicle also has a set number of Upgrade slots that can be used, broken down into Body, Drive and Engine. ## Vehicle Upgrades As mentioned previously, during a campaign gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). This includes vehicle Upgrades, and new items of equipment that can be fitted to vehicles to improve their performance in a number of ways. These Upgrades are added to the gang’s Stash and may be assigned to vehicles during any post-battle sequence. Any upgrade may be discarded from a vehicle in favour of a new Upgrade in the same slot. The gang may attempt to place any Upgrades discarded in this way into the gang’s Stash. Roll a D6: - On a 1, the Upgrade is trashed. It may have suffered too much wear and tear, or it may have been removed with too much force. Whatever the case, the Upgrade is of no use and must be thrown away. - On a 2 or more, the Upgrade is removed intact. It may be fitted to another vehicle, kept in the gang’s Stash or it may be sold during the [post-battle sequence](/docs/the-rules/the-post-battle-sequence). Note that this means Upgrades can only be discarded if being replaced by an alternative item that fulfils a similar purpose. ## Fighter Cards & Vehicle Cards Finally, a blank Fighter card or Vehicle card should be completed for each model when they are added to the gang; the characteristics of the model and any equipment they now have should be noted down in the appropriate sections of the model’s card. ## Equipment Sets Senior gang members, enjoying the privilege of rank, often maintain a cache of weapons that allows them to equip themselves appropriately for each battle. As such, fighters or Crew with the Tools of the Trade special rule can have multiple Fighter cards or Vehicle cards, each representing a different set of equipment: - The controlling player can make an additional Fighter card or Vehicle card for a fighter or Crew with the Tools of the Trade special rule at any time. - An appropriate model should be available for each different equipment set and/or Fighter card or Vehicle card a fighter or Crew has. - There is no additional cost for having multiple equipment sets. If, for example, an Orlock Road Captain owns a two-handed hammer, they may include that weapon in as many or as few different equipment sets as the controlling player wishes without additional cost. The weapon is only purchased and paid for once. - Regardless of the number of equipment sets a fighter or Crew has, they still have a single entry on the gang roster. This entry should include the total cost of the individual weapons and items of Wargear that fighter or Crew owns. But remember, each individual weapon or item of Wargear is only counted once. - If the fighter or Crew suffers any Lasting Injuries or gains any Advancements, they should be recorded on all of their Fighter cards or Vehicle cards. - Only one of a fighter’s cards or Crew’s cards can be used for a battle. - If a battle uses random models from the gang, all of the fighter’s or Crew’s cards should be shuffled together and one should be drawn at random and added to the rest of the gang’s Fighter cards or Vehicle cards before any cards are drawn. This means that only one of this fighter’s or Crew’s cards can be drawn for the battle, and that the controlling player cannot choose which of their equipment sets they will be using. - When distributing equipment from the gang’s Stash, it can be moved to any or all of an individual fighter’s or Crew’s cards, and can even be moved to more than one. ## Death Of A Leader All gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the Leader of the gang. If a gang’s Leader is killed, a new leader must be nominated: - The new Leader is the fighter with the highest Leadership characteristic, selected from among those fighters that have, in order of priority: 1. The Gang Hierarchy (X) special rule. 2. The Tools of the Trade special rule. - If the gang contains no fighters with either special rule, the fighter with the highest Leadership characteristic must be selected from among the remaining gang members. If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang Leader. When a fighter is promoted in this way, they gain the Gang Leader special rule, and from now on their category changes to ‘Leader’ and their type changes to that appropriate for their gang for the purposes of determining which equipment and Skill Sets they can access (for example, should an Orlock Road Sergeant be promoted to Leader, not only does their category change from Champion to Leader, but their type becomes ‘Orlock Road Captain’). They lose the Promotion (X) special rules if they have it, though their existing characteristics and other special rules do not change. ## Outlaw Gangs Even in a place as lawless as the underhive there are rules. A Clan House-aligned gang might murder and steal from their rivals with the sanctioning of their House, provided they respect the authority of the Guilders and the Imperial House that backs them. Some gangs, however, either through a determination to do as they please, or because they have dabbled in things forbidden by the Imperium, exist outside this official structure of gang warfare. These are Outlaw gangs, ranging from ex-House criminals and fugitives from the spire, through to Chaos-enthralled and even xenos-tainted cults dedicated to the arch-enemies of Mankind. ### Becoming An Outlaw If the Arbitrator wishes, their campaign can include the rules for Outlaw and Law Abiding gangs. These are optional rules that can add a lot of flavour to the game, but will significantly change how some gangs operate and so should only be used if all players agree. These rules represent gangs who operate outside the established ‘rules’ of the underhive and gain various benefits and drawbacks as a result. Gangs can either choose to begin the campaign as Outlaws or might become Outlaws during the course of the campaign. There are a number of ways in which a gang might be outlawed, such as using illegal weapons bought from the Black Market or turning to the worship of Chaos. In all cases these will be clearly stated in the rules. The Arbitrator too has the power to outlaw a gang (or pardon an already Outlaw gang), though this will usually be as a result of their actions in a scenario (openly killing Enforcers or Guilders), or for reasons relating to the campaign being played (stealing from Lord Helmawr’s Ghast reserves or employing a notorious rogue psyker). Some gangs such as Corpse Grinders, Chaos Corrupted gangs and Helot Chaos Cultists are openly deviant and so if the rules for Outlaws are being used, they begin the campaign as an Outlaw gang. ### Effects Of Being An Outlaw Gang Outlaw gangs gain the following effects: - Outlaw gangs cannot sell Captives to the Guilders or claim bounties for them, but can dispose of them (removing them from the campaign) or, in some cases, sacrifice them to the Dark Gods once their owner’s gang has had a chance to rescue them. - Outlaw gangs may trade Captives with any other gang as they wish. - Outlaw gangs can hire only Outlaw Hangers-on, Brutes, Hired Guns and Dramatis Personae. - All fighters in an Outlaw gang have a bounty on their head. - Outlaw gangs have restricted access to the Trading Post in the post-battle sequence, though they may freely visit the Black Market. - Outlaw gangs may form Criminal Alliances (see page 13 of Necromunda: The Book of Judgement). - Hired Guns (Bounty Hunters, Hive Scum, etc.) hired by an Outlaw gang automatically gain the Outlaw special rule. - Outlaw gangs may not hire any Dramatis Personae that does not have the Outlaw special rule. #### Outlaw House Gangs When a House gang – Goliath, Van Saar, Delaque, Escher, Cawdor and Orlock – becomes an Outlaw gang, they lose their connections with their House. This means they cannot roll on the House Favours table, use House Sub-plots, purchase House specific Brutes and Exotic Beasts or hire House specific Dramatis Personae. If a gang has a House specific Brute when they become an Outlaw gang, they may retain it, however if the Brute is later lost, such as to a decrease in reputation, then it may not be replaced. ### Effects Of Being A Law Abiding Gang Law Abiding gangs gain the following effects: - Law Abiding gangs can sell Captives to the Guilders and can claim bounties for them, once their owner’s gang has had a chance to rescue them. - Law Abiding gangs may trade Captives with other Law Abiding gangs, but may not trade Captives back to Outlaw gangs. - Law Abiding gangs can hire any Hangers-on, Brutes, Hired Guns and Dramatis Personae that do not have the Outlaw special rule. - Fighters in a Law Abiding gang do not have bounties on their heads. - Law Abiding gangs have restricted access to the Black Market in the post-battle sequence, though they may freely visit the Trading Post. - Law Abiding gangs may form Guild Alliances (see page 23 of Necromunda: The Book of Peril). ### Changing Alignment Once during the course of a Dominion Campaign, a gang can declare that it is changing alignment between games by simply declaring to the Arbitrator that they are doing so. When a gang changes alignment, it will lose any Hangers-on (but not Brutes) it had previously hired. Such low-level flunkies will often be unwilling to follow their previously Law Abiding employers into the life of an outlaw, or may be unable to secure a pardon and find themselves unpopular reminders of an Outlaw past within the gang’s hideout. #### Black Market And Bounties The rules for the Black Market and Bounties can be found in Necromunda: The Book of Judgement. If players do not have access to these rules then Outlaw gangs should be allowed to visit the Trading Post like other gangs, however they must increase the Rarity of any Rare items by 2. Fighters with Bounties on them are worth their full value in credits when Sold to the Guilders. :::note ### Designer’s Note: Outlaw Gangs In Campaigns Unless otherwise noted, Outlaw gangs work in campaigns just like other gangs, or, as detailed in their descriptions. If it is important to know their House affiliation – such as in the Dominion Campaign – then the Outlaw gang counts as either the House they would normally be, or as indicated in their gang description. It can be imagined that in the underhive there are plenty of outlaw settlements and nefarious individuals more than willing to work with even the most despicable of gangs. In a campaign, however, the Arbitrator can impose different benefits or drawbacks on Outlaw and Law Abiding gangs to create more of a distinction between them. For example, the Arbitrator could include specific Outlaw or Lawful territories that can only be owned by a gang of the specific type, or offer Law Abiding gangs cheaper Bounty Hunters if they are to face off against an Outlaw opponent.
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**Gang Creation*** When a fighter becomes a Gang Leader, their category changes from Champion to Leader and their type changes depending on the gang.* The Gang Leader gains the special rule "Outlaw" or remains Law Abiding, depending on the gang.**Outlaw Gangs*** Outlaw gangs operate outside of established rules in the underhive.* They gain benefits such as: + Cannot sell Captives to Guilders + Can trade Captives with other outlaw gangs + Can hire only outlaw hangers-on and brutes + All fighters have a bounty on their head + Restricted access to Trading Post, but can visit Black Market freely* Outlaw gangs may form Criminal Alliances.* Hired Guns hired by an Outlaw gang automatically gain the Outlaw special rule.**Outlaw House Gangs*** When a House-aligned gang becomes an Outlaw gang, they lose their connections with their House.* They cannot roll on the House Favours table or use House Sub-plots.**Law Abiding Gangs*** Law Abiding gangs can sell Captives to Guilders and claim bounties for them.* They may trade Captives with other Law Abiding gangs, but not with Outlaw gangs.* They have restricted access to Black Market in the post-battle sequence.**Changing Alignment*** A gang can declare a change of alignment once during a Dominion Campaign by announcing it to the Arbitrator.* The gang loses any low-level hangers-on they had previously hired.**Designer's Note: Outlaw Gangs In Campaigns*** Outlaw gangs work in campaigns like other gangs, unless otherwise noted.* The Arbitrator can impose benefits or drawbacks on Outlaw and Law Abiding gangs to create a distinction between them.
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# Gang Creation When founding a gang, players will have a maximum budget of credits to spend on fighters, weapons, Wargear and vehicles chosen from the entries within their gang list. How much this budget is will depend upon whether the gang is being founded for Skirmish play or Campaign play. In either case, this budget may not be exceeded. Any unspent credits will be added to the gang’s Stash if the gang has been founded for Campaign play. However, if a gang has been founded for Skirmish play, any unspent credits are simply lost. ## Campaign Play When founding a gang for Campaign play, the budget available is 1,000 credits. Note, however, that should they wish, the Arbitrator can increase or decrease this budget. Additionally, if using vehicles in your campaign each gang gains an extra 400 credits that can only be spent on wargear that grants the Mounted condition, Crew, vehicles or fighters that come by default with Wargear that grants the Mounted condition. Any unspent credits from this allowance are lost after the gang is founded. Note that players may also spend some of their initial 1,000 credits on Crew, vehicles, fighters that come by default with Wargear that grants the Mounted condition and Wargear that grants the Mounted condition. ## Skirmish Play When founding a gang for Skirmish play, the budget available should be agreed upon by the players. This can be as much or as little as they think appropriate, but as a general guideline, a budget of between 1,250 credits and 2,000 credits is recommended. :::note ### Campaign Play & Skirmish Play Necromunda is a game best played as part of a campaign – a series of linked battles where each player’s gang grows and develops as the campaign progresses. As such the rules presented in this rulebook assume you are playing a campaign. However, campaign play is not the only way to play Necromunda as stand alone games can also be played. These are called skirmish battles. ::: ## Model Names, Categories & Types Each model available to a gang is of a named type; this is the name given to that model’s rank within the gang hierarchy of their House. In addition, each has a category listed in brackets. For example, a lowly gang fighter in an Orlock gang is an Orlock Gunner (Ganger). This indicates that within House Orlock, such fighters are called ‘Gunners’, whereas within the rules of the game, this fighter is a ‘Ganger’. Very often the rules will refer to models by category (Leader, Champion, Prospect, Ganger, Juve or Crew, for example). In such cases, the rule is universal to all such models, regardless of their type. At other times, the rules will refer to a model by their specific type, ‘Orlock Gunner’ for example. In these cases, the rule is specific only to models of that type. ## Gang Composition The first step is to choose and purchase the models that make up the gang. Each of the different gang lists details all of the models available to that gang. These models are purchased by paying the credits cost shown in their entry from the budget available. Most gangs must always follow the rules presented below. In the case of any gangs that follow different rules, these will be presented as part of that gang’s gang list: - There must be one model with the Leader special rule. - The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Should it occur during the course of a campaign that the number of models without the Gang Fighter (X) special rule exceeds the total number of models with the Gang Fighter (X) special rule, the controlling player must either: - Retire a number of models without the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. Or: - Recruit fresh models with the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. ### Hiring Existing Fighters And Vehicles When creating a gang, players may wish to use fighters, Crew and vehicles from a gang they previously ran in a campaign so that they can continue to follow their story. In order to do this, players deduct their credits value from their budget and then add the fighter, Crew or vehicle to their new gang. When the model is added to your gang, they retain all weapons, Wargear, skills, Advancements and Lasting Injuries. ## Weapons & Wargear The next step is to choose and purchase the weapons and Wargear each model will be equipped with. Each model’s entry within their gang list includes a detailed list of the weapons and Wargear that model may purchase. ## Equipping A Fighter All fighters can be equipped as follows: - A fighter on foot can be equipped with a maximum of three weapons purchased from those listed in their entry. A fighter subject to the Mounted condition can be equipped with a maximum of two. - Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may purchase Wargear that is listed in their entry. - 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. - If the gang is being founded for Campaign play, fighters will be limited to the equipment listed in their entry, whereas fighters in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. ## Equipping Crew All Crew can be equipped as follows: - Crew can be equipped with a maximum of two weapons, any weapons the Crew are equipped with gain the Arc (Front) trait. - 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. - Any Crew may purchase Wargear that is listed in their entry. - If the gang is being founded for Campaign play, Crew will be limited to the equipment listed in their entry, whereas Crew in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. - All Crew must be equipped with a vehicle from their equipment list. Regardless of the size of the vehicle, one Crew is sufficient to fully operate the vehicle. ## New Equipment During a campaign, gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - Any fighter or Crew may discard any Wargear (including a vehicle) they are equipped with in favour of new Wargear. Any Wargear discarded in this way is placed in the gang’s Stash and may be given to other fighters. Note that this means Wargear can only be discarded if being replaced by an alternative itemthat fulfils a similar purpose. - No fighter or Crew may discard a weapon. The gang fighters of Necromunda become attached to their weapons of choice and would rather hoard weapons than discard them. - No fighter may discard Wargear that grants the Mounted condition. Out in the ash wastes having access to transport means the difference between life and death and no fighter would discard theirs. - Fighters and Crew with the Gang Fighter (X) special rule that do not also have the Tools of the Trade special rule cannot be given a new weapon if it would take them above the limit of weapons allowed (three for fighters and two for Crew). - Fighters and Crew with the Tools of the Trade special rule can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘equipment set’, see [Equipment Sets](/docs/founding-a-gang/gang-creation#equipment-sets). ## Equipping A Vehicle Vehicles can be equipped with a wide variety of weapons, Wargear and Upgrades. Most vehicles have a number of Weapon Hardpoints on them, each of which can be equipped with a weapon from those available to that vehicle. In some cases, it may be possible to add additional Weapon Hardpoints through Upgrades or Wargear. There is no limit to the amount of Wargear that a vehicle may be fitted with, though some Wargear may not be combined with others; where this is the case it will be explained under the Wargear’s rules. Each vehicle also has a set number of Upgrade slots that can be used, broken down into Body, Drive and Engine. ## Vehicle Upgrades As mentioned previously, during a campaign gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). This includes vehicle Upgrades, and new items of equipment that can be fitted to vehicles to improve their performance in a number of ways. These Upgrades are added to the gang’s Stash and may be assigned to vehicles during any post-battle sequence. Any upgrade may be discarded from a vehicle in favour of a new Upgrade in the same slot. The gang may attempt to place any Upgrades discarded in this way into the gang’s Stash. Roll a D6: - On a 1, the Upgrade is trashed. It may have suffered too much wear and tear, or it may have been removed with too much force. Whatever the case, the Upgrade is of no use and must be thrown away. - On a 2 or more, the Upgrade is removed intact. It may be fitted to another vehicle, kept in the gang’s Stash or it may be sold during the [post-battle sequence](/docs/the-rules/the-post-battle-sequence). Note that this means Upgrades can only be discarded if being replaced by an alternative item that fulfils a similar purpose. ## Fighter Cards & Vehicle Cards Finally, a blank Fighter card or Vehicle card should be completed for each model when they are added to the gang; the characteristics of the model and any equipment they now have should be noted down in the appropriate sections of the model’s card. ## Equipment Sets Senior gang members, enjoying the privilege of rank, often maintain a cache of weapons that allows them to equip themselves appropriately for each battle. As such, fighters or Crew with the Tools of the Trade special rule can have multiple Fighter cards or Vehicle cards, each representing a different set of equipment: - The controlling player can make an additional Fighter card or Vehicle card for a fighter or Crew with the Tools of the Trade special rule at any time. - An appropriate model should be available for each different equipment set and/or Fighter card or Vehicle card a fighter or Crew has. - There is no additional cost for having multiple equipment sets. If, for example, an Orlock Road Captain owns a two-handed hammer, they may include that weapon in as many or as few different equipment sets as the controlling player wishes without additional cost. The weapon is only purchased and paid for once. - Regardless of the number of equipment sets a fighter or Crew has, they still have a single entry on the gang roster. This entry should include the total cost of the individual weapons and items of Wargear that fighter or Crew owns. But remember, each individual weapon or item of Wargear is only counted once. - If the fighter or Crew suffers any Lasting Injuries or gains any Advancements, they should be recorded on all of their Fighter cards or Vehicle cards. - Only one of a fighter’s cards or Crew’s cards can be used for a battle. - If a battle uses random models from the gang, all of the fighter’s or Crew’s cards should be shuffled together and one should be drawn at random and added to the rest of the gang’s Fighter cards or Vehicle cards before any cards are drawn. This means that only one of this fighter’s or Crew’s cards can be drawn for the battle, and that the controlling player cannot choose which of their equipment sets they will be using. - When distributing equipment from the gang’s Stash, it can be moved to any or all of an individual fighter’s or Crew’s cards, and can even be moved to more than one. ## Death Of A Leader All gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the Leader of the gang. If a gang’s Leader is killed, a new leader must be nominated: - The new Leader is the fighter with the highest Leadership characteristic, selected from among those fighters that have, in order of priority: 1. The Gang Hierarchy (X) special rule. 2. The Tools of the Trade special rule. - If the gang contains no fighters with either special rule, the fighter with the highest Leadership characteristic must be selected from among the remaining gang members. If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang Leader. When a fighter is promoted in this way, they gain the Gang Leader special rule, and from now on their category changes to ‘Leader’ and their type changes to that appropriate for their gang for the purposes of determining which equipment and Skill Sets they can access (for example, should an Orlock Road Sergeant be promoted to Leader, not only does their category change from Champion to Leader, but their type becomes ‘Orlock Road Captain’). They lose the Promotion (X) special rules if they have it, though their existing characteristics and other special rules do not change. ## Outlaw Gangs Even in a place as lawless as the underhive there are rules. A Clan House-aligned gang might murder and steal from their rivals with the sanctioning of their House, provided they respect the authority of the Guilders and the Imperial House that backs them. Some gangs, however, either through a determination to do as they please, or because they have dabbled in things forbidden by the Imperium, exist outside this official structure of gang warfare. These are Outlaw gangs, ranging from ex-House criminals and fugitives from the spire, through to Chaos-enthralled and even xenos-tainted cults dedicated to the arch-enemies of Mankind. ### Becoming An Outlaw If the Arbitrator wishes, their campaign can include the rules for Outlaw and Law Abiding gangs. These are optional rules that can add a lot of flavour to the game, but will significantly change how some gangs operate and so should only be used if all players agree. These rules represent gangs who operate outside the established ‘rules’ of the underhive and gain various benefits and drawbacks as a result. Gangs can either choose to begin the campaign as Outlaws or might become Outlaws during the course of the campaign. There are a number of ways in which a gang might be outlawed, such as using illegal weapons bought from the Black Market or turning to the worship of Chaos. In all cases these will be clearly stated in the rules. The Arbitrator too has the power to outlaw a gang (or pardon an already Outlaw gang), though this will usually be as a result of their actions in a scenario (openly killing Enforcers or Guilders), or for reasons relating to the campaign being played (stealing from Lord Helmawr’s Ghast reserves or employing a notorious rogue psyker). Some gangs such as Corpse Grinders, Chaos Corrupted gangs and Helot Chaos Cultists are openly deviant and so if the rules for Outlaws are being used, they begin the campaign as an Outlaw gang. ### Effects Of Being An Outlaw Gang Outlaw gangs gain the following effects: - Outlaw gangs cannot sell Captives to the Guilders or claim bounties for them, but can dispose of them (removing them from the campaign) or, in some cases, sacrifice them to the Dark Gods once their owner’s gang has had a chance to rescue them. - Outlaw gangs may trade Captives with any other gang as they wish. - Outlaw gangs can hire only Outlaw Hangers-on, Brutes, Hired Guns and Dramatis Personae. - All fighters in an Outlaw gang have a bounty on their head. - Outlaw gangs have restricted access to the Trading Post in the post-battle sequence, though they may freely visit the Black Market. - Outlaw gangs may form Criminal Alliances (see page 13 of Necromunda: The Book of Judgement). - Hired Guns (Bounty Hunters, Hive Scum, etc.) hired by an Outlaw gang automatically gain the Outlaw special rule. - Outlaw gangs may not hire any Dramatis Personae that does not have the Outlaw special rule. #### Outlaw House Gangs When a House gang – Goliath, Van Saar, Delaque, Escher, Cawdor and Orlock – becomes an Outlaw gang, they lose their connections with their House. This means they cannot roll on the House Favours table, use House Sub-plots, purchase House specific Brutes and Exotic Beasts or hire House specific Dramatis Personae. If a gang has a House specific Brute when they become an Outlaw gang, they may retain it, however if the Brute is later lost, such as to a decrease in reputation, then it may not be replaced. ### Effects Of Being A Law Abiding Gang Law Abiding gangs gain the following effects: - Law Abiding gangs can sell Captives to the Guilders and can claim bounties for them, once their owner’s gang has had a chance to rescue them. - Law Abiding gangs may trade Captives with other Law Abiding gangs, but may not trade Captives back to Outlaw gangs. - Law Abiding gangs can hire any Hangers-on, Brutes, Hired Guns and Dramatis Personae that do not have the Outlaw special rule. - Fighters in a Law Abiding gang do not have bounties on their heads. - Law Abiding gangs have restricted access to the Black Market in the post-battle sequence, though they may freely visit the Trading Post. - Law Abiding gangs may form Guild Alliances (see page 23 of Necromunda: The Book of Peril). ### Changing Alignment Once during the course of a Dominion Campaign, a gang can declare that it is changing alignment between games by simply declaring to the Arbitrator that they are doing so. When a gang changes alignment, it will lose any Hangers-on (but not Brutes) it had previously hired. Such low-level flunkies will often be unwilling to follow their previously Law Abiding employers into the life of an outlaw, or may be unable to secure a pardon and find themselves unpopular reminders of an Outlaw past within the gang’s hideout. #### Black Market And Bounties The rules for the Black Market and Bounties can be found in Necromunda: The Book of Judgement. If players do not have access to these rules then Outlaw gangs should be allowed to visit the Trading Post like other gangs, however they must increase the Rarity of any Rare items by 2. Fighters with Bounties on them are worth their full value in credits when Sold to the Guilders. :::note ### Designer’s Note: Outlaw Gangs In Campaigns Unless otherwise noted, Outlaw gangs work in campaigns just like other gangs, or, as detailed in their descriptions. If it is important to know their House affiliation – such as in the Dominion Campaign – then the Outlaw gang counts as either the House they would normally be, or as indicated in their gang description. It can be imagined that in the underhive there are plenty of outlaw settlements and nefarious individuals more than willing to work with even the most despicable of gangs. In a campaign, however, the Arbitrator can impose different benefits or drawbacks on Outlaw and Law Abiding gangs to create more of a distinction between them. For example, the Arbitrator could include specific Outlaw or Lawful territories that can only be owned by a gang of the specific type, or offer Law Abiding gangs cheaper Bounty Hunters if they are to face off against an Outlaw opponent.
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# 110. Fall of Badzones Outpost _“They’re behind us, pull back! Pull back!”_ \- Jelena, House Escher, Gang Queen, Carrion Queens In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Sector Mechanicus: The defender sets up all terrain. The battlefield is intended to be an underhive settlement with dense terrain. ## Crews - Random (D3+4). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** - Choose one edge as the defending edge, the opposite side is the attacking edge. - Deploy the crew outside 6" of the enemy edge. 2. **Attacker:** Deploy the crew within 3" of the attacking edge. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Escape The Settlement _An underhive stronghold is overrun by enemies and the retreating gang must buy enough time for everyone to get out._ After round 1, defenders within 1" of the defender's edge can escape in any End phase (removed from the battlefield). ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends after 5 rounds. ## Victory The defender wins if at least 3 fighters escaped and no more than 1 attacker within 3" of the defender's edge. Otherwise the attacker wins. ## Rewards #### Credits - Winner: D6x10. - Loser: D3x5. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each escaped defender. - +D3 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Fall Of Sump City If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city’s foundations to sink it. In order to do this, make the following changes: - The defender should be a [House Escher](/docs/gangs/gang-lists/house-escher/) gang. - The attacker’s gang is made up of a mix of [Helot Chaos Cults](/docs/gangs/gang-lists/helot-chaos-cult/), [Corpse Grinder Cults](/docs/gangs/gang-lists/corpse-grinder-cult/) and [Exotic Beasts](/docs/gangs/gang-additions/exotic-beasts) (Exotic Beasts do not need to have an owner and will operate independently). - The Endless Hordes rule is in effect (see below). #### Endless Hordes In each End phase, any of the attacker’s Gangers, Juves or Exotic Beasts that have been taken Out of Action return to the battlefield by being placed in base contact with the attacker’s board edge. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Home Turf Advantage', 'Narrative Scenario']
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# 110. Fall of Badzones Outpost _“They’re behind us, pull back! Pull back!”_ \- Jelena, House Escher, Gang Queen, Carrion Queens In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Sector Mechanicus: The defender sets up all terrain. The battlefield is intended to be an underhive settlement with dense terrain. ## Crews - Random (D3+4). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** - Choose one edge as the defending edge, the opposite side is the attacking edge. - Deploy the crew outside 6" of the enemy edge. 2. **Attacker:** Deploy the crew within 3" of the attacking edge. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Escape The Settlement _An underhive stronghold is overrun by enemies and the retreating gang must buy enough time for everyone to get out._ After round 1, defenders within 1" of the defender's edge can escape in any End phase (removed from the battlefield). ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends after 5 rounds. ## Victory The defender wins if at least 3 fighters escaped and no more than 1 attacker within 3" of the defender's edge. Otherwise the attacker wins. ## Rewards #### Credits - Winner: D6x10. - Loser: D3x5. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each escaped defender. - +D3 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Fall Of Sump City If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city’s foundations to sink it. In order to do this, make the following changes: - The defender should be a [House Escher](/docs/gangs/gang-lists/house-escher/) gang. - The attacker’s gang is made up of a mix of [Helot Chaos Cults](/docs/gangs/gang-lists/helot-chaos-cult/), [Corpse Grinder Cults](/docs/gangs/gang-lists/corpse-grinder-cult/) and [Exotic Beasts](/docs/gangs/gang-additions/exotic-beasts) (Exotic Beasts do not need to have an owner and will operate independently). - The Endless Hordes rule is in effect (see below). #### Endless Hordes In each End phase, any of the attacker’s Gangers, Juves or Exotic Beasts that have been taken Out of Action return to the battlefield by being placed in base contact with the attacker’s board edge. :::
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# Goliath Gene-Smithing _Source: House of Chains_ _Goliaths are unique among the denizens of Necromunda, as they were grown for a purpose, rather than having evolved through chance; that purpose being to work the factories of the hive world. Engineered to be hardy and resilient, as well as strong and stoic, they excel in their task, though the legacy of their creation continues to shape them. Even when the Clan House broke away from its creators and earned its freedom, it took with it this heritage of genetic manipulation. The Goliaths’ gene-smithed past means there remains substantial genetic variance within each clan enclave and gang, each drawing their lineage from a different bio-lab, or Alpha. Some represent the best of their kind, toughest of the tough, and are blessed with the most valuable genetic gifts. While others carry biological missteps, their strength and toughness won at a price to their minds or their longevity. Then there are those that are barely true Goliaths at all, their bodies carrying the weakest of the clan’s genetics, even though their loyalty to the Over-tyrant remains undiminished._ ## Using Gene-Smithing Goliath Gene-smithing is a collection of rules allowing players to further customise their gangs by determining the genetic legacy of their fighters. They provide a huge amount of variety within a Goliath gang, and can be used to create small elite gangs of genetically superior Natborn, flesh-cursed gangs of Vatborn suffering from the biological tampering of their creators, or even gangs of aspiring Unborn who share few of the benefits of the Goliaths but who hope to prove themselves to the clan. Players can also run baseline Goliath gangs without spending any extra credits on Gene-smithing, simply by running gangs of Vatborn without any upgrades. To use these rules, fighters must choose a sub-type (Natborn, Vatborn or Unborn) when they are added to the gang – Vatborn being the default sub-type. The cost of their sub-type is added to the fighter’s credits cost, as detailed in the House Goliath gang list. Other upgrades are optional, and can be added to fighters using the following guidelines: - Fighters can only be Gene-smithed when they are added to the gang. Under unusual circumstances the Arbitrator might allow a fighter to be Genesmithed during campaign downtime. - The fighter can only select Gene-smithing upgrades from those available to their sub-type (as detailed on the Vatborn, Natborn and Unborn tables as follows): - Fighters with the Gang fighter (Juve), (Prospect) or (Ganger) special rule can have a maximum of one Gene-smithed upgrade. - Fighters with the Gang Hierarchy (Leader) or (Champion) special rule may have a maximum of two Gene-smithed upgrades. Customise the gang by determining the genetic legacy of the fighters. New fighters added to the gang can be given one of the following origins (affecting cost and gang rating). ## Goliath Sub-Types | Sub-type | Cost | | :------: | :---------: | | Vatborn | +0 credits | | Natborn | +20 credits | | Unborn | +10 credits | :::info ## Characteristic Changes Some Gene-smithed upgrades either increase or decrease the characteristics of a fighter. After these changes have been made, the fighter’s new profile is considered to be their base profile for the purposes of Maximum Characteristics (see the Necromunda Rulebook). If a fighter has multiple Gene-smithed upgrades that alter their characteristics, then the effects are combined, either adding together or cancelling each other out. ::: ## Vatborn Fighters Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule: ### Baseline Goliath _Even without the genetic manipulation common within the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks._ When added to the gang, Vatborn fighters can choose from any of the Genesmithed upgrades opposite, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### Vatborn Gene-Smithed Upgrades | Upgrade | Credits | | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Reduced Bone Density**<br />_This fighter’s bones lack the rock-like solidity of most Goliaths._<br /> Reduce either this fighter’s starting Strength characteristic or this fighter’s starting Toughness characteristic by 1. | -10 | | **Corrupted Slug**<br />_A faulty data-slug has resulted in this fighter having only the basest level of education._<br /> Reduce this fighter’s Leadership, Willpower and Intelligence by 1. | -5 | | **Fearless But Foolish**<br />_A quirk of the indoctrination process has resulted in this fighter having almost no regard for their own life._<br />Increase this fighter’s Cool by 1, but reduce the fighter’s Intelligence by 1. | +5 | | **Genetic Ancient**<br />_This Goliath comes from a long line of stable Vatborn, and carries within their body a kind of genetic memory, increasing their knowledge and sharpening their mind._<br />Increase this fighter’s Leadership, Willpower and Intelligence by 1. | +10 | | **Hardened Immune System**<br />_Poison finds little purchase within this fighter’s flesh, their organs and blood designed to swiftly purge harmful substances._<br /> Hits from weapons with the Gas or Toxin traits only ever affect this fighter on a roll of 6 when rolling against their Toughness. | +5 | | **Hyper Healing**<br />_This fighter’s flesh retains many of the regenerative properties of the amneo-tank._<br />This fighter can roll an extra Injury dice when making a Recovery test and choose the dice they wish to use. In addition, during the post-battle sequence, if this fighter has any Lasting Injuries, roll a D6. On a 6, the fighter can heal one of their Lasting Injuries and remove its effects from their Fighter card. | +15 | | **Nerve Burnout**<br />_Age and the brutality of gang warfare have caused a nerve burnout in this fighter, making them more unstable._<br />Reduce this fighter’s Cool by 1. | -5 | | **Dermal Hardening**<br />_The fighter’s skin is far thicker than normal, akin to a coating of ballistic cloth wrapped around their entire body._<br />Increase this fighter’s Toughness by 1. | +10 | | **Terminal Biology**<br />_The years are catching up with this fighter, and their body is beginning to fail them._<br />Each time the fighter suffers a Lasting Injury (i.e., an effect that reduces one of their characteristics or results in them having to be taken to the Docs) roll a D6. On a roll of 1, the fighter perishes and is removed from the gang’s roster. | -10 | | **Overdeveloped Musculature**<br />_Massive slab-like muscles cocoon this fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind._<br />Increase this fighter’s Strength by 1 but reduce their Initiative by 1. | +5 | ## Natborn Fighters Natborn are longer lived and more ‘evolved’ than their genetic cousins from the vat, though the promise of a longer life, and their superior intelligence, makes them less reckless with their existence. They enjoy some of the most potent genetic gifts of all Goliaths representing, as they do, a development of the clan’s genetic heritage from its inception as a slave race. Natborn fighters have the Clever but Cautious and Physical Perfection special rules: ### Clever But Cautious _The curse of heightened intelligence and a longer life means more incentive to hang on to both._ Natborn alter their starting characteristics by increasing their Intelligence by 2, increasing their Willpower by 1 and decreasing their Cool by 1. ### Physical Perfection Natborn have the blessing of near-perfect flesh and can build their muscles faster than any of the other Goliath sub-types. Natborn Leaders, Champions, Prospects, Juves and Specialists can increase their Strength or Toughness at a cost of 6 XP rather than 8 XP. When Natborn Gangers gain an Advancement, they can either roll on the Ganger Advancement table (see the Necromunda Rulebook), or increase either their Strength or Toughness by 1. When added to the gang, Natborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost – this represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### Natborn Gene-Smithed Upgrades | Upgrade | Credits | | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-----: | | **Adaptive Biology**<br />_The gifts of a strong genetic legacy have given this fighter almost preternatural levels of strength and resilience, their body adapting swiftly to counter the worst Necromunda has to offer._<br />This fighter may re-roll any Strength or Toughness checks they are required to take. Hits from weapons with the Gas or Toxin traits must re-roll the dice to see if they inflict an injury should they successfully equal or beat the fighter’s Toughness. | +10 | | **Adaptive Mind**<br />_Genetic memory combined with an evolving intelligence grants this fighter an instinctive understanding of countless fighting styles and skills._<br />This fighter counts their Secondary skill sets as Primary skill sets when spending XP. | +5 | | **Alpha’s Lineage**<br />_The blood of the Alpha flows in this fighter’s veins, making them a formidable addition to any underhive gang._<br />This fighter counts the Leadership skill set as one of their Primary skill sets. In addition, if this fighter has the Group Activation (X) special rule, they may activate one more fighter than normal when using it. If the fighter does not have the Group Activation (X) special rule, they gain the Group Activation (1) special rule:<br />**Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:<ul><li>The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.</li><li>Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.</li></ul>Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. | +20 | | **Iron Flesh**<br />_Generations of forge workers have passed onto this fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel._<br />Increase this fighter’s Wounds characteristic by 1. | +10 | | **Over-Engineered**<br />_This fighter represents a mismatch of genetic heritages, some beneficial, some detrimental, making it more likely their body will betray them._<br />When this fighter must roll on the Lasting Injury table, they must roll twice and accept the higher result. This Gene-smithed upgrade cannot be combined with Redundant Organs. | -10 | | **Prime Specimen**<br />_This fighter is a perfect example of their kind, and represents the ideal that all Goliaths aspire to._<br />This fighter can improve one of their characteristics by 1. | +10 | | **Rapid Muscle Growth**<br />_With a minimum of effort, this fighter can build up their muscles until they are hulking beasts, massive even compared to the largest of their kind._<br />This fighter can increase their Strength characteristic by up to 3 points, rather than the usual 2. | +5 | | **Redundant Organs**<br />_Extra organs have grown in this fighter’s body, providing them with redundancies in case of severe internal trauma._<br />When this fighter must roll on the Lasting Injury table, they may roll twice and accept the lower result. This Gene-smithed upgrade cannot be combined with Over-engineered. | +15 | | **The Tyrant’s Own**<br />_The Over-tyrant’s offspring are among the strongest of all Goliaths, and often walk the path of the Alpha, their gaze set upon one day claiming the title of Over-tyrant for themselves._<br />This fighter can improve any two of their characteristics by 1. Only a Forge Tyrant (Leader) may take this Gene-smithed upgrade. | +20 | | **Tyrant’s Pride**<br />_Goliaths grow in power only through competition with their kin, and the strongest among them soon defeat all challengers to their dominance, leaving them surrounded by lesser warriors._<br />Only a Forge Tyrant (Leader) may take this Genesmithed upgrade. However, this fighter’s gang can include no fighters with the Gang Hierarchy (Champion) special rule. | -20 | ## Unborn Fighters As outsiders, Unborn fighters bring a variety of benefits from other parts of Necromunda to House Goliath. They are also among the hardiest of the clan, often having survived great pain and peril to be counted as one of the Clan House. Unborn fighters have the ‘Outsider’ special rule: ### Outsider _A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see._ Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unborn fighters may never select skills from the Muscle skill group. When added to the gang, Unborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost as they represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list ### Unborn Gene-Smithed Upgrades | Upgrade | Credits | | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Data-Slug Overlay**<br />_Something has gone wrong with the data-slug, its false engrams overlaying this fighter’s own memories, making them prone to flashbacks and bouts of madness._<br />When this fighter activates for the first time in a battle, they must make an Intelligence check. If the check is failed, they become subject to the Insane condition (see the Necromunda Rulebook). | -10 | | **Doc’s Experiment**<br />_While this fighter was under the knife, the doc decided to try an experimental procedure._<br />Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Increase one characteristic by 1 and decrease the other characteristic by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | +5 | | **Doc’s Failure**<br />_While this fighter was under the knife, the doc may not have been focused enough on the task at hand..._<br />Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Decrease both by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | -10 | | **Genetic Outsider**<br />_An air of distrust surrounds this fighter, no matter how hard they try to prove themselves, other Goliaths are unsettled by their presence._<br />This fighter cannot use the Group Activation (X) special rule. Only a Forge Tyrant (Leader), or Forge Boss (Champion) may take this Gene-smithed upgrade. | -5 | | **Malformed**<br />_Muscle grafts have given this fighter the size and appearance of a Goliath, but all the extra weight makes them ungainly and slow._<br />This fighter increases their Strength characteristic by 1, but reduces their Initiative characteristic by 1. | +5 | | **Proto Goliath**<br />_This fighter has yet to undergo the transformative surgery to become accepted as a Goliath, though they aspire to be part of the clan._<br />Increase the fighter’s Movement by 1, reduce their Strength by 1, reduce their Toughness by 1, reduce their Cool by 2, increase their Intelligence by 2, and increase their Willpower by 1. | -10 | | **Scar Tissue**<br />_Great knots of scar tissue cover this fighter’s body, inuring them to both pain and damage._<br />Reduce the Damage of all hits suffered by this fighter by 1, to a minimum of 1. | +10 | | **Survivor**<br />_This fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss._<br />When making Recovery tests for this fighter, they can re-roll one of the Injury dice rolled. | +10 | | **Stimm Implant**<br />_Experimental organs have been implanted in this fighter, feeding a steady stream of chems into their blood._<br />When this fighter activates, they can choose to increase their Strength by 2 until the end of the round. However, if they do they must roll a D6 in the End phase. On a roll of 4+, they will suffer a Flesh Wound. | +5 | | **Two Lives**<br />_Despite being remade into a Goliath, this fighter retains some of the skills from their previous life, memories that can sometimes be dredged to the surface._<br />Whenever this fighter gains a skill as an advancement, or for free during gang creation, randomly generate a second skill from their Primary or Secondary skill sets. Make a note on this fighter’s Fighter card that these two skills are a pair. Whenever this fighter is selected to take part in a battle, one of these skills, determined at random, will be forgotten. To determine which skill is forgotten, assign one skill the numbers 1-3, and the other skill the numbers 4-6, then roll a D6. The number rolled indicates which of the pair of skills is forgotten. | +5 | ## The Irontree Reavers :::note DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast and Goliath gangs. If the Arbitrator wishes, these rules can be used during a campaign. ::: The following additional Goliath Gene-smithing options are available when founding a Goliath gang: | Upgrade | Credits | | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Thermal Resistance**<br />_Vatborn Goliaths only_<br />_This fighter has been designed to work the heat of the forges for cycles at a time without breaks and as such their body has been adapted to withstand great heat without damage._<br />Reduce the Strength of any attacks made with the Blaze trait against this fighter by 1, to a minimum of 1. | +10 | | **Enhanced Stamina**<br />_Natborn Goliaths only_<br />_Some Goliaths come from long lines of cargo handlers, and a genetic legacy of hefting large, heavy and cumbersome loads around has left this fighter with the ability to carry far more than even their fellow Goliaths can manage._<br />This fighter may treat weapons marked with a \* as only taking up one of their weapon slots. | +20 | | **Unique Organ Transplant**<br />_Unborn Goliaths only_<br />_When this fighter was under the knife being transformed into a Goliath, something went wrong and they only survived due to the Doc using specially gene-coded organs that are expensive to maintain or replace._<br />When this fighter suffers a Critical Injury, increase the credit cost of the Medical Escort action for them by D6x10 credits. | -10 | _Source: Apocrypha Necromunda: Twins of the Two Tunnels_
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# Goliath Gene-Smithing _Source: House of Chains_ _Goliaths are unique among the denizens of Necromunda, as they were grown for a purpose, rather than having evolved through chance; that purpose being to work the factories of the hive world. Engineered to be hardy and resilient, as well as strong and stoic, they excel in their task, though the legacy of their creation continues to shape them. Even when the Clan House broke away from its creators and earned its freedom, it took with it this heritage of genetic manipulation. The Goliaths’ gene-smithed past means there remains substantial genetic variance within each clan enclave and gang, each drawing their lineage from a different bio-lab, or Alpha. Some represent the best of their kind, toughest of the tough, and are blessed with the most valuable genetic gifts. While others carry biological missteps, their strength and toughness won at a price to their minds or their longevity. Then there are those that are barely true Goliaths at all, their bodies carrying the weakest of the clan’s genetics, even though their loyalty to the Over-tyrant remains undiminished._ ## Using Gene-Smithing Goliath Gene-smithing is a collection of rules allowing players to further customise their gangs by determining the genetic legacy of their fighters. They provide a huge amount of variety within a Goliath gang, and can be used to create small elite gangs of genetically superior Natborn, flesh-cursed gangs of Vatborn suffering from the biological tampering of their creators, or even gangs of aspiring Unborn who share few of the benefits of the Goliaths but who hope to prove themselves to the clan. Players can also run baseline Goliath gangs without spending any extra credits on Gene-smithing, simply by running gangs of Vatborn without any upgrades. To use these rules, fighters must choose a sub-type (Natborn, Vatborn or Unborn) when they are added to the gang – Vatborn being the default sub-type. The cost of their sub-type is added to the fighter’s credits cost, as detailed in the House Goliath gang list. Other upgrades are optional, and can be added to fighters using the following guidelines: - Fighters can only be Gene-smithed when they are added to the gang. Under unusual circumstances the Arbitrator might allow a fighter to be Genesmithed during campaign downtime. - The fighter can only select Gene-smithing upgrades from those available to their sub-type (as detailed on the Vatborn, Natborn and Unborn tables as follows): - Fighters with the Gang fighter (Juve), (Prospect) or (Ganger) special rule can have a maximum of one Gene-smithed upgrade. - Fighters with the Gang Hierarchy (Leader) or (Champion) special rule may have a maximum of two Gene-smithed upgrades. Customise the gang by determining the genetic legacy of the fighters. New fighters added to the gang can be given one of the following origins (affecting cost and gang rating). ## Goliath Sub-Types | Sub-type | Cost | | :------: | :---------: | | Vatborn | +0 credits | | Natborn | +20 credits | | Unborn | +10 credits | :::info ## Characteristic Changes Some Gene-smithed upgrades either increase or decrease the characteristics of a fighter. After these changes have been made, the fighter’s new profile is considered to be their base profile for the purposes of Maximum Characteristics (see the Necromunda Rulebook). If a fighter has multiple Gene-smithed upgrades that alter their characteristics, then the effects are combined, either adding together or cancelling each other out. ::: ## Vatborn Fighters Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule: ### Baseline Goliath _Even without the genetic manipulation common within the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks._ When added to the gang, Vatborn fighters can choose from any of the Genesmithed upgrades opposite, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### Vatborn Gene-Smithed Upgrades | Upgrade | Credits | | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Reduced Bone Density**<br />_This fighter’s bones lack the rock-like solidity of most Goliaths._<br /> Reduce either this fighter’s starting Strength characteristic or this fighter’s starting Toughness characteristic by 1. | -10 | | **Corrupted Slug**<br />_A faulty data-slug has resulted in this fighter having only the basest level of education._<br /> Reduce this fighter’s Leadership, Willpower and Intelligence by 1. | -5 | | **Fearless But Foolish**<br />_A quirk of the indoctrination process has resulted in this fighter having almost no regard for their own life._<br />Increase this fighter’s Cool by 1, but reduce the fighter’s Intelligence by 1. | +5 | | **Genetic Ancient**<br />_This Goliath comes from a long line of stable Vatborn, and carries within their body a kind of genetic memory, increasing their knowledge and sharpening their mind._<br />Increase this fighter’s Leadership, Willpower and Intelligence by 1. | +10 | | **Hardened Immune System**<br />_Poison finds little purchase within this fighter’s flesh, their organs and blood designed to swiftly purge harmful substances._<br /> Hits from weapons with the Gas or Toxin traits only ever affect this fighter on a roll of 6 when rolling against their Toughness. | +5 | | **Hyper Healing**<br />_This fighter’s flesh retains many of the regenerative properties of the amneo-tank._<br />This fighter can roll an extra Injury dice when making a Recovery test and choose the dice they wish to use. In addition, during the post-battle sequence, if this fighter has any Lasting Injuries, roll a D6. On a 6, the fighter can heal one of their Lasting Injuries and remove its effects from their Fighter card. | +15 | | **Nerve Burnout**<br />_Age and the brutality of gang warfare have caused a nerve burnout in this fighter, making them more unstable._<br />Reduce this fighter’s Cool by 1. | -5 | | **Dermal Hardening**<br />_The fighter’s skin is far thicker than normal, akin to a coating of ballistic cloth wrapped around their entire body._<br />Increase this fighter’s Toughness by 1. | +10 | | **Terminal Biology**<br />_The years are catching up with this fighter, and their body is beginning to fail them._<br />Each time the fighter suffers a Lasting Injury (i.e., an effect that reduces one of their characteristics or results in them having to be taken to the Docs) roll a D6. On a roll of 1, the fighter perishes and is removed from the gang’s roster. | -10 | | **Overdeveloped Musculature**<br />_Massive slab-like muscles cocoon this fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind._<br />Increase this fighter’s Strength by 1 but reduce their Initiative by 1. | +5 | ## Natborn Fighters Natborn are longer lived and more ‘evolved’ than their genetic cousins from the vat, though the promise of a longer life, and their superior intelligence, makes them less reckless with their existence. They enjoy some of the most potent genetic gifts of all Goliaths representing, as they do, a development of the clan’s genetic heritage from its inception as a slave race. Natborn fighters have the Clever but Cautious and Physical Perfection special rules: ### Clever But Cautious _The curse of heightened intelligence and a longer life means more incentive to hang on to both._ Natborn alter their starting characteristics by increasing their Intelligence by 2, increasing their Willpower by 1 and decreasing their Cool by 1. ### Physical Perfection Natborn have the blessing of near-perfect flesh and can build their muscles faster than any of the other Goliath sub-types. Natborn Leaders, Champions, Prospects, Juves and Specialists can increase their Strength or Toughness at a cost of 6 XP rather than 8 XP. When Natborn Gangers gain an Advancement, they can either roll on the Ganger Advancement table (see the Necromunda Rulebook), or increase either their Strength or Toughness by 1. When added to the gang, Natborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost – this represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### Natborn Gene-Smithed Upgrades | Upgrade | Credits | | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-----: | | **Adaptive Biology**<br />_The gifts of a strong genetic legacy have given this fighter almost preternatural levels of strength and resilience, their body adapting swiftly to counter the worst Necromunda has to offer._<br />This fighter may re-roll any Strength or Toughness checks they are required to take. Hits from weapons with the Gas or Toxin traits must re-roll the dice to see if they inflict an injury should they successfully equal or beat the fighter’s Toughness. | +10 | | **Adaptive Mind**<br />_Genetic memory combined with an evolving intelligence grants this fighter an instinctive understanding of countless fighting styles and skills._<br />This fighter counts their Secondary skill sets as Primary skill sets when spending XP. | +5 | | **Alpha’s Lineage**<br />_The blood of the Alpha flows in this fighter’s veins, making them a formidable addition to any underhive gang._<br />This fighter counts the Leadership skill set as one of their Primary skill sets. In addition, if this fighter has the Group Activation (X) special rule, they may activate one more fighter than normal when using it. If the fighter does not have the Group Activation (X) special rule, they gain the Group Activation (1) special rule:<br />**Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:<ul><li>The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.</li><li>Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.</li></ul>Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. | +20 | | **Iron Flesh**<br />_Generations of forge workers have passed onto this fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel._<br />Increase this fighter’s Wounds characteristic by 1. | +10 | | **Over-Engineered**<br />_This fighter represents a mismatch of genetic heritages, some beneficial, some detrimental, making it more likely their body will betray them._<br />When this fighter must roll on the Lasting Injury table, they must roll twice and accept the higher result. This Gene-smithed upgrade cannot be combined with Redundant Organs. | -10 | | **Prime Specimen**<br />_This fighter is a perfect example of their kind, and represents the ideal that all Goliaths aspire to._<br />This fighter can improve one of their characteristics by 1. | +10 | | **Rapid Muscle Growth**<br />_With a minimum of effort, this fighter can build up their muscles until they are hulking beasts, massive even compared to the largest of their kind._<br />This fighter can increase their Strength characteristic by up to 3 points, rather than the usual 2. | +5 | | **Redundant Organs**<br />_Extra organs have grown in this fighter’s body, providing them with redundancies in case of severe internal trauma._<br />When this fighter must roll on the Lasting Injury table, they may roll twice and accept the lower result. This Gene-smithed upgrade cannot be combined with Over-engineered. | +15 | | **The Tyrant’s Own**<br />_The Over-tyrant’s offspring are among the strongest of all Goliaths, and often walk the path of the Alpha, their gaze set upon one day claiming the title of Over-tyrant for themselves._<br />This fighter can improve any two of their characteristics by 1. Only a Forge Tyrant (Leader) may take this Gene-smithed upgrade. | +20 | | **Tyrant’s Pride**<br />_Goliaths grow in power only through competition with their kin, and the strongest among them soon defeat all challengers to their dominance, leaving them surrounded by lesser warriors._<br />Only a Forge Tyrant (Leader) may take this Genesmithed upgrade. However, this fighter’s gang can include no fighters with the Gang Hierarchy (Champion) special rule. | -20 | ## Unborn Fighters As outsiders, Unborn fighters bring a variety of benefits from other parts of Necromunda to House Goliath. They are also among the hardiest of the clan, often having survived great pain and peril to be counted as one of the Clan House. Unborn fighters have the ‘Outsider’ special rule: ### Outsider _A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see._ Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unborn fighters may never select skills from the Muscle skill group. When added to the gang, Unborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost as they represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list ### Unborn Gene-Smithed Upgrades | Upgrade | Credits | | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Data-Slug Overlay**<br />_Something has gone wrong with the data-slug, its false engrams overlaying this fighter’s own memories, making them prone to flashbacks and bouts of madness._<br />When this fighter activates for the first time in a battle, they must make an Intelligence check. If the check is failed, they become subject to the Insane condition (see the Necromunda Rulebook). | -10 | | **Doc’s Experiment**<br />_While this fighter was under the knife, the doc decided to try an experimental procedure._<br />Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Increase one characteristic by 1 and decrease the other characteristic by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | +5 | | **Doc’s Failure**<br />_While this fighter was under the knife, the doc may not have been focused enough on the task at hand..._<br />Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Decrease both by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | -10 | | **Genetic Outsider**<br />_An air of distrust surrounds this fighter, no matter how hard they try to prove themselves, other Goliaths are unsettled by their presence._<br />This fighter cannot use the Group Activation (X) special rule. Only a Forge Tyrant (Leader), or Forge Boss (Champion) may take this Gene-smithed upgrade. | -5 | | **Malformed**<br />_Muscle grafts have given this fighter the size and appearance of a Goliath, but all the extra weight makes them ungainly and slow._<br />This fighter increases their Strength characteristic by 1, but reduces their Initiative characteristic by 1. | +5 | | **Proto Goliath**<br />_This fighter has yet to undergo the transformative surgery to become accepted as a Goliath, though they aspire to be part of the clan._<br />Increase the fighter’s Movement by 1, reduce their Strength by 1, reduce their Toughness by 1, reduce their Cool by 2, increase their Intelligence by 2, and increase their Willpower by 1. | -10 | | **Scar Tissue**<br />_Great knots of scar tissue cover this fighter’s body, inuring them to both pain and damage._<br />Reduce the Damage of all hits suffered by this fighter by 1, to a minimum of 1. | +10 | | **Survivor**<br />_This fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss._<br />When making Recovery tests for this fighter, they can re-roll one of the Injury dice rolled. | +10 | | **Stimm Implant**<br />_Experimental organs have been implanted in this fighter, feeding a steady stream of chems into their blood._<br />When this fighter activates, they can choose to increase their Strength by 2 until the end of the round. However, if they do they must roll a D6 in the End phase. On a roll of 4+, they will suffer a Flesh Wound. | +5 | | **Two Lives**<br />_Despite being remade into a Goliath, this fighter retains some of the skills from their previous life, memories that can sometimes be dredged to the surface._<br />Whenever this fighter gains a skill as an advancement, or for free during gang creation, randomly generate a second skill from their Primary or Secondary skill sets. Make a note on this fighter’s Fighter card that these two skills are a pair. Whenever this fighter is selected to take part in a battle, one of these skills, determined at random, will be forgotten. To determine which skill is forgotten, assign one skill the numbers 1-3, and the other skill the numbers 4-6, then roll a D6. The number rolled indicates which of the pair of skills is forgotten. | +5 | ## The Irontree Reavers :::note DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast and Goliath gangs. If the Arbitrator wishes, these rules can be used during a campaign. ::: The following additional Goliath Gene-smithing options are available when founding a Goliath gang: | Upgrade | Credits | | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | **Thermal Resistance**<br />_Vatborn Goliaths only_<br />_This fighter has been designed to work the heat of the forges for cycles at a time without breaks and as such their body has been adapted to withstand great heat without damage._<br />Reduce the Strength of any attacks made with the Blaze trait against this fighter by 1, to a minimum of 1. | +10 | | **Enhanced Stamina**<br />_Natborn Goliaths only_<br />_Some Goliaths come from long lines of cargo handlers, and a genetic legacy of hefting large, heavy and cumbersome loads around has left this fighter with the ability to carry far more than even their fellow Goliaths can manage._<br />This fighter may treat weapons marked with a \* as only taking up one of their weapon slots. | +20 | | **Unique Organ Transplant**<br />_Unborn Goliaths only_<br />_When this fighter was under the knife being transformed into a Goliath, something went wrong and they only survived due to the Doc using specially gene-coded organs that are expensive to maintain or replace._<br />When this fighter suffers a Critical Injury, increase the credit cost of the Medical Escort action for them by D6x10 credits. | -10 | _Source: Apocrypha Necromunda: Twins of the Two Tunnels_
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# 107. Breakthrough _"There is no way the Brazen Maidens will ever be able to get past this! We’ve got ’em lads!"_ \- Last words of ‘Rusty’ Nails, Lord of the Radlight Expanse, House Goliath In this scenario, one gang tries to force its way past a roadblock thrown up by their enemies. **Source: Necromunda: Book of the Outlands additional scenarios (Warhammer Community)** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Only gang with vehicles. 2. Gang who chose the scenario. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard (Ash Wastes & Rolling Roads) with the following exceptions: - Roughly 4'x4'. - Mark a road (6"-8" wide) along the centre of the battlefield. - Defender: Set up a roadblock within 12" of the centre of the battlefield (across the road), using barricades and defensible positions. ## Crews - **Attacker:** Custom (6). - **Defender:** Random (D3+1) + Reinforcements. Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere within 12" of the centre. 2. **Attacker:** Within 3" of the Trailing Edge. ## Rolling Roads _One gang tries to force its way past a roadblock thrown up by their enemies._ This battle starts as an Ash Wastes battle. At the start of each round (before determining Priority), if an attacker is closer to the Leading Edge than the Trailing Edge, the battle becomes a Rolling Roads battle with open sides: - Models moving off the sides are Left Behind (can Rejoin later). ## Reinforcements - Defender: 1 (random). - Start of each End phase. - Within 1" of a battlefield side and outside 12" of enemies (deployed by the controlling gang). ## Ending the Battle The battle ends if any of the following are true: - 4 rounds after the battle becomes Rolling Road. - Max 1 gang has models remaining (at the end of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - **Attacker:** D6x10 per Mobile friendly vehicle on the battlefield. - **Defender:** D3x10 per wrecked enemy vehicle. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking part and winning. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (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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# 107. Breakthrough _"There is no way the Brazen Maidens will ever be able to get past this! We’ve got ’em lads!"_ \- Last words of ‘Rusty’ Nails, Lord of the Radlight Expanse, House Goliath In this scenario, one gang tries to force its way past a roadblock thrown up by their enemies. **Source: Necromunda: Book of the Outlands additional scenarios (Warhammer Community)** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Only gang with vehicles. 2. Gang who chose the scenario. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard (Ash Wastes & Rolling Roads) with the following exceptions: - Roughly 4'x4'. - Mark a road (6"-8" wide) along the centre of the battlefield. - Defender: Set up a roadblock within 12" of the centre of the battlefield (across the road), using barricades and defensible positions. ## Crews - **Attacker:** Custom (6). - **Defender:** Random (D3+1) + Reinforcements. Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere within 12" of the centre. 2. **Attacker:** Within 3" of the Trailing Edge. ## Rolling Roads _One gang tries to force its way past a roadblock thrown up by their enemies._ This battle starts as an Ash Wastes battle. At the start of each round (before determining Priority), if an attacker is closer to the Leading Edge than the Trailing Edge, the battle becomes a Rolling Roads battle with open sides: - Models moving off the sides are Left Behind (can Rejoin later). ## Reinforcements - Defender: 1 (random). - Start of each End phase. - Within 1" of a battlefield side and outside 12" of enemies (deployed by the controlling gang). ## Ending the Battle The battle ends if any of the following are true: - 4 rounds after the battle becomes Rolling Road. - Max 1 gang has models remaining (at the end of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - **Attacker:** D6x10 per Mobile friendly vehicle on the battlefield. - **Defender:** D3x10 per wrecked enemy vehicle. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking part and winning. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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1,037
103
### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25
ranged-weapon
Shotgun - Scatter
Unknown
shotgun
0
0
0
2
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
4
8
2
0
2
1
30
C
['[[scattershot]]']
0
-
4+
4
['Shotgun - Scatter']
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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103
586
Unknown
Subtek
Cantrell
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
[]
Unknown
[{'name': 'Laspistol', 'qty': '1'}, {'name': 'Power Knife', 'qty': '1'}, {'name': 'Smoke Grenade', 'qty': '1'}, {'name': 'Armored Bodyglove', 'qty': '1'}]
2
0
2024-06-13 20:34:24.508078
Unknown
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Unknown
0
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55
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0
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0
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Unknown
0
Unknown
Unknown
Unknown
Unknown
3,340,727
5
5
4
3
3
1
4
1
9
8
9
7
0
0
[]
Alive
Unknown
2024-02-18 4:59:58
2024-03-16 19:58:21
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
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Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
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0
0
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Unknown
Unknown
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Unknown
0
0
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# Vehicle Upgrades & Wargear ## Weapons ### Basic Weapons | Item | AL | Cost | | ------- | :-: | :--: | | Autogun | C | 15 | | Lasgun | C | 15 | ### Special Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Grenade launcher (frag & krak) | R8 | 65 | | Long las | C | 20 | | Storm bolter (Imperial) | R12 | 95 | ### Heavy Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Harpoon launcher | R9 | 110 | | Heavy bolter | R10 | 160 | | Heavy flamer | R10 | 195 | | Heavy stubber | R7 | 130 | | Mining laser | R9 | 125 | | Missile launcher (frag & krak) | R10 | 165 | | Seismic cannon | R10 | 140 | ## Body Upgrades ### Ablative Armour **15 Credits – Rare (7)** A vehicle fitted with ablative armour treats the first non-Glancing Hit it suffers to the Body location in each battle as a Glancing Hit. ### Crash Cage **15 Credits** A vehicle fitted with a crash cage treats the first nonGlancing Hit it suffers to the Crew location in each battle as a Glancing Hit. ### Escape Hatches **10 Credits** When rolling on the Lasting Injury table for the crew of a vehicle fitted with escape hatches, the result may be re-rolled. The second result must be kept even if it is worse than the first. ### Explosive Ram **25 Credits – Rare (9)** The first head-on collision this vehicle is involved in, the other object also suffers a S5, AP -2, D2 hit in addition to any other effects. ### Extra Armour **25 Credits** A vehicle fitted with extra armour increases its Toughness characteristic by 1 in all locations. ### Fire Points **15 Credits** All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots. **Fire Point:** When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round. All Fire Points are also subject to the Unstable Platform rule. **Unstable Platform:** Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points. ### Ram **15 Credits** A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Reinforced Armour **20 Credits – Rare (9)** A vehicle fitted with reinforced armour increases its starting HP by 1. ### Rockgrinder Ram **40 Credits – Rare (9)** A vehicle fitted with a rockgrinder ram adds 2 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Speed Fins **10 Credits – Rare (8)** If a model equipped with speed fins does not make any turns during its activation, it may increase its Movement characteristic by 1". This Upgrade cannot be taken by a Walker. ### Transport Bed **15 Credits** A defined area (which must be clear on the model) of a vehicle fitted with a transport bed. This means that fighters on that area do not have to check to see if they fall off when the vehicle moves. This Upgrade cannot be taken by a Walker. The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle. ### Transport Cage **Small: 20 Credits** **Large: 50 Credits – Rare (7)** A transport cage is an enclosed cab on a vehicle designed to carry fighters. They may take many different shapes and sizes but the purpose is always to safely transport fighters across the dangerous ash wastes. All transport cages must have at least one clearly visible access point. The number of fighters able to fit in a transport cage is determined by its size: - small ones can hold three fighters, - large ones six fighters. This is the maximum number of fighters that can be embarked upon the vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle with a transport cage as long as the vehicle is already deployed upon the battlefield; fighters cannot start embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition and Brutes cannot enter a transport cage. While embarked in a transport cage, a fighter is treated as if they are not on the battlefield, so cannot be the target of any attacks or use any abilities. If any fighters are embarked on a vehicle when it is Wrecked, they must be placed Prone within 1" of the vehicle’s final position and then suffer a S4, AP -, D1 hit. Any fighter that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table for them. All friendly fighters can perform the Embark (Basic) and Disembark (Basic) actions: **Embark (Basic):** If this fighter is within 1" of a transport cage’s access point, remove them from the battlefield. They are now embarked in the transport cage. **Disembark (Basic):** If this fighter is embarked in a transport cage, place them within 1" of the transport cage’s access point and at least 1" away from any enemy fighters. This may mean that fighters cannot disembark from a transport cage. ### Turtle Back **10 Credits – Rare (8)** A vehicle with a turtle back does not automatically become Wrecked if it rolls due to failing a Loss of Control test. Instead it loses two Hull points and auto rights itself after resolving the roll. ### Weapon Hardpoint **40 Credits – Rare (8)** A vehicle fitted with this Upgrade adds one [Weapon Hardpoint](/docs/gangs/gang-additions/vehicles/wasteland-workshop#weapon-hardpoints). This Upgrade can be taken multiple times. ### Weapons Stash **20 Credits – Rare (7)** This vehicle counts as an Ammo Cache ## Drive Upgrades ### All-Wheel Steering **10 Credits** A vehicle fitted with all-wheel steering increases its Handling characteristic by 1. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Antigrav Generators **50 Credits – Rare (10)\*** _\*Rare (8) for Van Saar_ A vehicle fitted with this antigrav generators gains the Skimmer special rule, replacing whatever its current Locomotion special rule is. ### Emergency Brake **10 Credits** Whenever this vehicle moves due to a failed Loss of Control test, halve the distance travelled. This Upgrade cannot be taken by a Walker. ### Pneumatic Radials **30 Credits – Rare (8)** A vehicle fitted with pneumatic radials does not suffer any penalty to its movement for traversing difficult terrain. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ### Powered Steering **30 Credits – Rare (8)** When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Redundant Drive System **15 Credits – Rare (7)** A vehicle fitted with a redundant drive system treats the first non-Glancing Hit it suffers to the Drive location in each battle as a Glancing Hit. This Upgrade cannot be taken by a Walker. ### Tyre Claws **10 Credits** A vehicle fitted with tyre claws increases its Handling characteristic by 1. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ## Engine Upgrades ### Archaeotech Automantic Reactor **40 Credits – Rare (10)** A vehicle fitted with an archaeotech automantic reactor increases its Movement characteristic by 2". When the vehicle is Wrecked, the reactor explodes; all models within 3" suffer a S5, AP -1, D1 hit, and the vehicle is then removed. ### Easy Turnover **5 Credits** A vehicle fitted with an easy turnover applies a +1 modifier to any checks to restart its engine. ### Engine Shell **15 Credits – Rare (9)** A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit. ### Gas Promethium Engine **25 Credits – Rare (10)** Each time this vehicle moves, any models within 1" of the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames belching out of the exhausts. ### Glys Injector **20 Credits – Rare (8)** Once per battle, when it is activated, a vehicle fitted with a glys injector can increase its Movement characteristic by 4" for the duration of its activation. ### Nitro Burner **15 Credits** A vehicle fitted with a nitro burner increases its Movement characteristic by 1". ### Plasma Coil Engine **25 Credits – Rare (9)** When this vehicle is activated, its Movement characteristic can be increased by 2"; however, if it is, then after the activation is finished roll a D6. On a result of a 1, the engine overheats and the vehicle loses 1 HP. ### Smoke Vents **25 Credits** This vehicle is constantly shrouded by clouds of smoke; all ranged attacks targeting it suffer a -1 penalty to hit. This effect is ignored by anything that ignores the Smoke weapon trait. ## Vehicle Wargear ### Boarding Ramp **15 Credits** A fighter attempting to jump from a vehicle fitted with a boarding ramp to another vehicle within 3" adds 1 to its Initiative check. ### Body Spikes **10 Credits** Any time a fighter moves on a vehicle fitted with body spikes (except when moving on a Transport area), they must make an Initiative test. If failed, they suffer an automatic S3, AP -, D1 hit. This attack does not pin them. ### Booby-Trapped Fuel Tanks **10 Credits – Rare (9)** If a vehicle fitted with booby-trapped fuel tanks is Wrecked, roll a D6 every time a fighter moves within 3" of it. On a 5+ the vehicle explodes; every model within 5" takes a S6, AP -1, D1 hit with the Blaze trait. Once it has exploded, a vehicle equipped with booby- trapped fuel tanks is removed from the battlefield and must then roll on the Lasting Damage table (apply this result in addition to the result rolled when the vehicle was wrecked). ### Caltrop Launcher **20 Credits – Rare (7)** A vehicle fitted with a caltrop launcher may make the Lay Caltrops (Basic) action. **Lay Caltrop (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic; no turns may be made. At any point during this move, up to three markers can be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. Any time a vehicle with the Wheeled special rule moves within 1" of a caltrop marker, they must make a Loss of Control test with a -2 modifier. ### Flare Launchers **10 Credits** A vehicle fitted with flare launchers may perform the Launch Flares (Basic) action. **Launch Flares (Basic):** All models, including this vehicle, within 12" of this vehicle gain the Revealed condition until the start of the End phase. ### Headlights **15 Credits** A vehicle fitted with headlights can turn them on or off at the start of their activation; they remain in the selected state until their next activation. While they are on, all models within 12", in Line of Sight and within the vehicle’s Front arc are Revealed. In addition, while the headlights are on, the vehicle equipped with themis also Revealed. ### Kill Switch **15 Credits – Rare (7)** If this vehicle is Wrecked as a result of a hit to the Engine, subtract one from the Lasting Damage table roll. ### Minelayer **15 Credits – Rare (7)** **Additional Mines: 20 Credits** One use only per battle. A vehicle fitted with a minelayer may make the Lay Mine (Basic) action. Each additional mine purchased allows the Lay Mine (Basic) action to be performed one extra time per battle. **Lay Mine (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic, no turns may be made. At any point during this move a melta trap may be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. It cannot be triggered until after this is completed. ### Smoke Launchers **20 Credits** A vehicle fitted with smoke launchers may make the Launch Smoke (Basic) action. Launch Smoke (Basic):Place three markers within 2" of this vehicle. These markers act like smoke grenades. ### Wheel Scythes **20 Credits** If a vehicle fitted with Wheel Scythes moves within 1" of a model, that model takes a S3, AP -, D1 hit, and if they are a fighter they are Pinned. This Wargear can only be taken by vehicles with the Wheeled special rule.
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# Vehicle Upgrades & Wargear ## Weapons ### Basic Weapons | Item | AL | Cost | | ------- | :-: | :--: | | Autogun | C | 15 | | Lasgun | C | 15 | ### Special Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Grenade launcher (frag & krak) | R8 | 65 | | Long las | C | 20 | | Storm bolter (Imperial) | R12 | 95 | ### Heavy Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Harpoon launcher | R9 | 110 | | Heavy bolter | R10 | 160 | | Heavy flamer | R10 | 195 | | Heavy stubber | R7 | 130 | | Mining laser | R9 | 125 | | Missile launcher (frag & krak) | R10 | 165 | | Seismic cannon | R10 | 140 | ## Body Upgrades ### Ablative Armour **15 Credits – Rare (7)** A vehicle fitted with ablative armour treats the first non-Glancing Hit it suffers to the Body location in each battle as a Glancing Hit. ### Crash Cage **15 Credits** A vehicle fitted with a crash cage treats the first nonGlancing Hit it suffers to the Crew location in each battle as a Glancing Hit. ### Escape Hatches **10 Credits** When rolling on the Lasting Injury table for the crew of a vehicle fitted with escape hatches, the result may be re-rolled. The second result must be kept even if it is worse than the first. ### Explosive Ram **25 Credits – Rare (9)** The first head-on collision this vehicle is involved in, the other object also suffers a S5, AP -2, D2 hit in addition to any other effects. ### Extra Armour **25 Credits** A vehicle fitted with extra armour increases its Toughness characteristic by 1 in all locations. ### Fire Points **15 Credits** All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots. **Fire Point:** When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round. All Fire Points are also subject to the Unstable Platform rule. **Unstable Platform:** Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points. ### Ram **15 Credits** A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Reinforced Armour **20 Credits – Rare (9)** A vehicle fitted with reinforced armour increases its starting HP by 1. ### Rockgrinder Ram **40 Credits – Rare (9)** A vehicle fitted with a rockgrinder ram adds 2 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Speed Fins **10 Credits – Rare (8)** If a model equipped with speed fins does not make any turns during its activation, it may increase its Movement characteristic by 1". This Upgrade cannot be taken by a Walker. ### Transport Bed **15 Credits** A defined area (which must be clear on the model) of a vehicle fitted with a transport bed. This means that fighters on that area do not have to check to see if they fall off when the vehicle moves. This Upgrade cannot be taken by a Walker. The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle. ### Transport Cage **Small: 20 Credits** **Large: 50 Credits – Rare (7)** A transport cage is an enclosed cab on a vehicle designed to carry fighters. They may take many different shapes and sizes but the purpose is always to safely transport fighters across the dangerous ash wastes. All transport cages must have at least one clearly visible access point. The number of fighters able to fit in a transport cage is determined by its size: - small ones can hold three fighters, - large ones six fighters. This is the maximum number of fighters that can be embarked upon the vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle with a transport cage as long as the vehicle is already deployed upon the battlefield; fighters cannot start embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition and Brutes cannot enter a transport cage. While embarked in a transport cage, a fighter is treated as if they are not on the battlefield, so cannot be the target of any attacks or use any abilities. If any fighters are embarked on a vehicle when it is Wrecked, they must be placed Prone within 1" of the vehicle’s final position and then suffer a S4, AP -, D1 hit. Any fighter that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table for them. All friendly fighters can perform the Embark (Basic) and Disembark (Basic) actions: **Embark (Basic):** If this fighter is within 1" of a transport cage’s access point, remove them from the battlefield. They are now embarked in the transport cage. **Disembark (Basic):** If this fighter is embarked in a transport cage, place them within 1" of the transport cage’s access point and at least 1" away from any enemy fighters. This may mean that fighters cannot disembark from a transport cage. ### Turtle Back **10 Credits – Rare (8)** A vehicle with a turtle back does not automatically become Wrecked if it rolls due to failing a Loss of Control test. Instead it loses two Hull points and auto rights itself after resolving the roll. ### Weapon Hardpoint **40 Credits – Rare (8)** A vehicle fitted with this Upgrade adds one [Weapon Hardpoint](/docs/gangs/gang-additions/vehicles/wasteland-workshop#weapon-hardpoints). This Upgrade can be taken multiple times. ### Weapons Stash **20 Credits – Rare (7)** This vehicle counts as an Ammo Cache ## Drive Upgrades ### All-Wheel Steering **10 Credits** A vehicle fitted with all-wheel steering increases its Handling characteristic by 1. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Antigrav Generators **50 Credits – Rare (10)\*** _\*Rare (8) for Van Saar_ A vehicle fitted with this antigrav generators gains the Skimmer special rule, replacing whatever its current Locomotion special rule is. ### Emergency Brake **10 Credits** Whenever this vehicle moves due to a failed Loss of Control test, halve the distance travelled. This Upgrade cannot be taken by a Walker. ### Pneumatic Radials **30 Credits – Rare (8)** A vehicle fitted with pneumatic radials does not suffer any penalty to its movement for traversing difficult terrain. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ### Powered Steering **30 Credits – Rare (8)** When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Redundant Drive System **15 Credits – Rare (7)** A vehicle fitted with a redundant drive system treats the first non-Glancing Hit it suffers to the Drive location in each battle as a Glancing Hit. This Upgrade cannot be taken by a Walker. ### Tyre Claws **10 Credits** A vehicle fitted with tyre claws increases its Handling characteristic by 1. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ## Engine Upgrades ### Archaeotech Automantic Reactor **40 Credits – Rare (10)** A vehicle fitted with an archaeotech automantic reactor increases its Movement characteristic by 2". When the vehicle is Wrecked, the reactor explodes; all models within 3" suffer a S5, AP -1, D1 hit, and the vehicle is then removed. ### Easy Turnover **5 Credits** A vehicle fitted with an easy turnover applies a +1 modifier to any checks to restart its engine. ### Engine Shell **15 Credits – Rare (9)** A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit. ### Gas Promethium Engine **25 Credits – Rare (10)** Each time this vehicle moves, any models within 1" of the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames belching out of the exhausts. ### Glys Injector **20 Credits – Rare (8)** Once per battle, when it is activated, a vehicle fitted with a glys injector can increase its Movement characteristic by 4" for the duration of its activation. ### Nitro Burner **15 Credits** A vehicle fitted with a nitro burner increases its Movement characteristic by 1". ### Plasma Coil Engine **25 Credits – Rare (9)** When this vehicle is activated, its Movement characteristic can be increased by 2"; however, if it is, then after the activation is finished roll a D6. On a result of a 1, the engine overheats and the vehicle loses 1 HP. ### Smoke Vents **25 Credits** This vehicle is constantly shrouded by clouds of smoke; all ranged attacks targeting it suffer a -1 penalty to hit. This effect is ignored by anything that ignores the Smoke weapon trait. ## Vehicle Wargear ### Boarding Ramp **15 Credits** A fighter attempting to jump from a vehicle fitted with a boarding ramp to another vehicle within 3" adds 1 to its Initiative check. ### Body Spikes **10 Credits** Any time a fighter moves on a vehicle fitted with body spikes (except when moving on a Transport area), they must make an Initiative test. If failed, they suffer an automatic S3, AP -, D1 hit. This attack does not pin them. ### Booby-Trapped Fuel Tanks **10 Credits – Rare (9)** If a vehicle fitted with booby-trapped fuel tanks is Wrecked, roll a D6 every time a fighter moves within 3" of it. On a 5+ the vehicle explodes; every model within 5" takes a S6, AP -1, D1 hit with the Blaze trait. Once it has exploded, a vehicle equipped with booby- trapped fuel tanks is removed from the battlefield and must then roll on the Lasting Damage table (apply this result in addition to the result rolled when the vehicle was wrecked). ### Caltrop Launcher **20 Credits – Rare (7)** A vehicle fitted with a caltrop launcher may make the Lay Caltrops (Basic) action. **Lay Caltrop (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic; no turns may be made. At any point during this move, up to three markers can be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. Any time a vehicle with the Wheeled special rule moves within 1" of a caltrop marker, they must make a Loss of Control test with a -2 modifier. ### Flare Launchers **10 Credits** A vehicle fitted with flare launchers may perform the Launch Flares (Basic) action. **Launch Flares (Basic):** All models, including this vehicle, within 12" of this vehicle gain the Revealed condition until the start of the End phase. ### Headlights **15 Credits** A vehicle fitted with headlights can turn them on or off at the start of their activation; they remain in the selected state until their next activation. While they are on, all models within 12", in Line of Sight and within the vehicle’s Front arc are Revealed. In addition, while the headlights are on, the vehicle equipped with themis also Revealed. ### Kill Switch **15 Credits – Rare (7)** If this vehicle is Wrecked as a result of a hit to the Engine, subtract one from the Lasting Damage table roll. ### Minelayer **15 Credits – Rare (7)** **Additional Mines: 20 Credits** One use only per battle. A vehicle fitted with a minelayer may make the Lay Mine (Basic) action. Each additional mine purchased allows the Lay Mine (Basic) action to be performed one extra time per battle. **Lay Mine (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic, no turns may be made. At any point during this move a melta trap may be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. It cannot be triggered until after this is completed. ### Smoke Launchers **20 Credits** A vehicle fitted with smoke launchers may make the Launch Smoke (Basic) action. Launch Smoke (Basic):Place three markers within 2" of this vehicle. These markers act like smoke grenades. ### Wheel Scythes **20 Credits** If a vehicle fitted with Wheel Scythes moves within 1" of a model, that model takes a S3, AP -, D1 hit, and if they are a fighter they are Pinned. This Wargear can only be taken by vehicles with the Wheeled special rule.
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### Paired _^Missing from the 2023 Core Rules_ A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. Fighters subject to the Mounted condition gain no benefit from this Trait
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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A fighter that is armed with Paired weapons counts asbeing armed with dual weapons with the Melee traitfor the purposes of calculating the number of Attackdice they will roll. Additionally, when making a Charge(Double) action, their Attacks characteristic is doubled.Fighters subject to the Mounted condition gain nobenefit from this Trait
necrovox
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### Paired _^Missing from the 2023 Core Rules_ A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. Fighters subject to the Mounted condition gain no benefit from this Trait
Unknown
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# Ironhead Squat Prospectors _Humans are not the only race to have made their home on the blighted world of Necromunda, and of the many subspecies, mutants and even true xenos dwelling beneath its polluted skies, few are perhaps as important to its continued existence as the Squats. Imperial records are vague on the origins of these hardy creatures, only stating that perhaps somewhere in humanity’s dim and distant past they share a common ancestor with the humans of today. What is known, at least on Necromunda, is that the Squats came to that world some ten thousand years ago, not long after its conquest by the Imperium, when the scars of a galaxy- spanning civil war were still fresh on the face of the world, and much rebuilding needed to be done. For this task the Squats were unequalled in their skill, being a race of engineers, architects and craftsmen. Dozens of great Squat clans came to Necromunda in this time, and it is in no small part due to their efforts that the world prospered as it did, many within the hives oblivious to the debt they owe to the Squats._ _Centuries later, the Squats, or Ironhead Squats as they are known to the people of the wastes, live a seminomadic lifestyle in their great land trains, travelling from mining site to mining site syphoning off the wealth of 10,000 years of pollution to sell to the Clan Houses. These vast mechanical mining rigs are like cities on tracks, and the sound of their rumbling passage carries for kilometres in all directions as they crawl from one mine to the next. When a land train reaches a suitable dig site it forms a laager, or circle of great vehicles, and might stay for months or even years as it plunders the earth beneath its tracks. While the laager is in place, prospecting parties range out in all directions from it, seeking fresh finds and protecting their clan – until the time the laager is broken down, and the land train moves on to fresh prospecting grounds._ ## Fighters <FighterCard cost="115"> ### Charter Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 5+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Drill Master (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="50"> ### Drill-kyn (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="35"> ### Digger (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="250"> ### 0-2 Vartijan Exo-Driller (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 4 | 5 | 3 | 5+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** Nobody Pushes Kin Around. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). **Weapons:** Heavy flamer (Vartijan), power claw, seismic crusher. #### Options **Vartijan Heavy bolter (replaces heavy flamer):** +50 #### Guard Exosuit Can always be included as Sentry (regardless of Crew Selection), this is in addition to the normal crew size. #### Sensor Suite Treats Visibility (X) as 3" higher. </FighterCard> <FighterCard cost="40"> ### Gearhead (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | </FighterCard> <VehicleCard cost="265"> ### Skalvian Explorator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | :-: | :---: | :--: | :--: | :-: | :-: | :-: | | 6" | 9 | 8 | 7 | 6 | 6+ | 3+ | </div> **Locomotion:** Tracked. **Upgrade Slots:** 4 Body, 4 Drive, 4 Engine. **Weapon Hardpoints:** 2: - Top of the hull. Crew Operated and Arc (All Round) traits. - In the Ironhead claw. Crew Operated and Arc (Front) traits. #### Ironhead Claw When an Ironhead Squat Prospectors Skalvian Explorator collides with, and destroys, either an obstacle or flimsy structure, the Ironhead Squat Prospectors Skalvian Explorator does not suffer any damage as a result of the collision. #### Transport Bed An Ironhead Squat Prospectors Skalvian Explorator has a transport bed along each side of the top hull. #### Equipment An Ironhead Squat Prospectors Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Wargear from the Ironhead Squat Prospectors Skalvian Explorator equipment list and the Trading Post. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Upgrades from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post. #### Cargo Loads Each Ironhead Squat Prospectors Skalvian Explorator may be equipped with a cargo load. While equipped with at least one cargo load, the following rules apply: **Valuable Cargo:** If, at the end of the battle, the Ironhead Squat Prospectors Skalvian Explorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. If the Ironhead Squat Prospectors Skalvian Explorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. **Trading Run:** During the post-battle sequence, an Ironhead Squat Prospectors Skalvian Explorator with an assigned crew and a cargo load may make the Trade post-battle action in the same manner as a Champion as long as it is not In Repair or its crew is not in Recovery. **Cargo Carrier:** An Ironhead Squat Prospectors Skalvian Explorator has an Ironhead container as a cargo load. **Ironhead Container** **Flow of Chems:** If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors Skalvian Explorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits). _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> ## Skill Access | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Wisdom of the Ancients](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ironhead-squat-prospectors-wisdom-of-the-ancients) | | :------------------ | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | Leader | Primary | Secondary | - | - | Primary | Secondary | Primary | Secondary | | Champion | Primary | - | - | Secondary | Secondary | - | Secondary | Primary | | Ganger (Specialist) | Primary | Secondary | Secondary | - | - | - | Primary | - | | Juve | Secondary | Secondary | - | - | - | - | Primary | - | | Brute (Exo-driller) | Secondary | - | - | Primary | - | - | Secondary | Secondary | | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :-------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------- | | Crew (Gearhead) | - | - | - | - | Secondary | Secondary | Primary | Primary |
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2024-06-13 20:34:24.508078
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# Ironhead Squat Prospectors _Humans are not the only race to have made their home on the blighted world of Necromunda, and of the many subspecies, mutants and even true xenos dwelling beneath its polluted skies, few are perhaps as important to its continued existence as the Squats. Imperial records are vague on the origins of these hardy creatures, only stating that perhaps somewhere in humanity’s dim and distant past they share a common ancestor with the humans of today. What is known, at least on Necromunda, is that the Squats came to that world some ten thousand years ago, not long after its conquest by the Imperium, when the scars of a galaxy- spanning civil war were still fresh on the face of the world, and much rebuilding needed to be done. For this task the Squats were unequalled in their skill, being a race of engineers, architects and craftsmen. Dozens of great Squat clans came to Necromunda in this time, and it is in no small part due to their efforts that the world prospered as it did, many within the hives oblivious to the debt they owe to the Squats._ _Centuries later, the Squats, or Ironhead Squats as they are known to the people of the wastes, live a seminomadic lifestyle in their great land trains, travelling from mining site to mining site syphoning off the wealth of 10,000 years of pollution to sell to the Clan Houses. These vast mechanical mining rigs are like cities on tracks, and the sound of their rumbling passage carries for kilometres in all directions as they crawl from one mine to the next. When a land train reaches a suitable dig site it forms a laager, or circle of great vehicles, and might stay for months or even years as it plunders the earth beneath its tracks. While the laager is in place, prospecting parties range out in all directions from it, seeking fresh finds and protecting their clan – until the time the laager is broken down, and the land train moves on to fresh prospecting grounds._ ## Fighters <FighterCard cost="115"> ### Charter Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 5+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Drill Master (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="50"> ### Drill-kyn (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="35"> ### Digger (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="250"> ### 0-2 Vartijan Exo-Driller (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 4 | 5 | 3 | 5+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** Nobody Pushes Kin Around. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). **Weapons:** Heavy flamer (Vartijan), power claw, seismic crusher. #### Options **Vartijan Heavy bolter (replaces heavy flamer):** +50 #### Guard Exosuit Can always be included as Sentry (regardless of Crew Selection), this is in addition to the normal crew size. #### Sensor Suite Treats Visibility (X) as 3" higher. </FighterCard> <FighterCard cost="40"> ### Gearhead (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | </FighterCard> <VehicleCard cost="265"> ### Skalvian Explorator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | :-: | :---: | :--: | :--: | :-: | :-: | :-: | | 6" | 9 | 8 | 7 | 6 | 6+ | 3+ | </div> **Locomotion:** Tracked. **Upgrade Slots:** 4 Body, 4 Drive, 4 Engine. **Weapon Hardpoints:** 2: - Top of the hull. Crew Operated and Arc (All Round) traits. - In the Ironhead claw. Crew Operated and Arc (Front) traits. #### Ironhead Claw When an Ironhead Squat Prospectors Skalvian Explorator collides with, and destroys, either an obstacle or flimsy structure, the Ironhead Squat Prospectors Skalvian Explorator does not suffer any damage as a result of the collision. #### Transport Bed An Ironhead Squat Prospectors Skalvian Explorator has a transport bed along each side of the top hull. #### Equipment An Ironhead Squat Prospectors Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Wargear from the Ironhead Squat Prospectors Skalvian Explorator equipment list and the Trading Post. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Upgrades from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post. #### Cargo Loads Each Ironhead Squat Prospectors Skalvian Explorator may be equipped with a cargo load. While equipped with at least one cargo load, the following rules apply: **Valuable Cargo:** If, at the end of the battle, the Ironhead Squat Prospectors Skalvian Explorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. If the Ironhead Squat Prospectors Skalvian Explorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. **Trading Run:** During the post-battle sequence, an Ironhead Squat Prospectors Skalvian Explorator with an assigned crew and a cargo load may make the Trade post-battle action in the same manner as a Champion as long as it is not In Repair or its crew is not in Recovery. **Cargo Carrier:** An Ironhead Squat Prospectors Skalvian Explorator has an Ironhead container as a cargo load. **Ironhead Container** **Flow of Chems:** If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors Skalvian Explorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits). _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> ## Skill Access | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Wisdom of the Ancients](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ironhead-squat-prospectors-wisdom-of-the-ancients) | | :------------------ | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | Leader | Primary | Secondary | - | - | Primary | Secondary | Primary | Secondary | | Champion | Primary | - | - | Secondary | Secondary | - | Secondary | Primary | | Ganger (Specialist) | Primary | Secondary | Secondary | - | - | - | Primary | - | | Juve | Secondary | Secondary | - | - | - | - | Primary | - | | Brute (Exo-driller) | Secondary | - | - | Primary | - | - | Secondary | Secondary | | | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :-------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------- | | Crew (Gearhead) | - | - | - | - | Secondary | Secondary | Primary | Primary |
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151
403
### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 |
ranged-weapon
Stake Crossbow
Unknown
crossbow
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2024-06-13 20:34:24.508078
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['[[hexagrammatic]]', '[[silent]]']
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['Sling Gun']
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### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 |
Unknown
Unknown
Unknown
Unknown
0
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# Wasteland Workshop **_Out in the ash wastes, a gang’s vehicles are its life. Getting stranded outside the shadow of a hive city, between settlements, or worse, somewhere in the deep wastes, is often a quick way to a slow death. It is understandable then that gangs operating outside the hives cherish their vehicles, to the point of considering each to be another trusted member of the gang. Drivers will name their rides and rigs, adorn them with trophies and ornaments or paint them in outlandish colours, and go back to save them even when some newbie juve might be bleeding out at their feet. This behaviour is much like the extreme styles adopted by Clan House gangs in the hive cities – a way to stand out, be noticed and make sure their enemies know just who is smashing their face into the dust._** Just like in the hive cities, when it comes to vehicles gangs often have to make do with whatever they can get their hands on. Standardisation in design and construction is something enjoyed mostly by the Merchants Guild or the Imperial House. Vehicle patterns such as Ridgehaulers, Rockgrinders and Ridgerunners are utilised by official convoys and sanctioned mining operations, and while they might sometimes fall into the hands of gangs, more often than not they bear the symbols of the Noble Houses and Mercator Gelt, a reminder of just where the creds on Necromunda are going. It is far more likely a gang will inherit or find some broken-down wreck and knock it back into fighting shape with whatever is to hand. An entire industry based around these kinds of makeshift rigs, runners and crawlers exists out in the wastes, and every settlement boasts at least one wasteland workshop where a gang can go to buy parts, hire a good scrap mechanic or simply bolt guns onto their ride. The largest concentration of wasteland workshops by far can be found in Cinderak City. Here, dozens of outland scrappers compete for a gang’s creds, and have set up workshops that range from reputable shops such as Gunner’s Gearpit – endorsed by Slate Merdena himself – to less reliable set-ups like Mad Madrik’s Cut-price Chopshop, where wheels will cost you extra. Cinderak City also boasts the best parts, as prospectors and scavengers come from all across the Great Equatorial Wastes to sell things they have dug up or otherwise ‘acquired’ out in the wastes. Provided a gang is not too picky about a few bullet holes or plasma burns, and they will look the other way while the mechanic buffs out the Mercator Gelt iconography, then they can get a good deal on almost anything. It then falls to the gang to decide just what mechanical horror of the wasteland they wish to create. In contrast to the strict technological ‘guidelines’ imposed by the Imperium on the hive cities, where each lasgun, vox caster or omni-tool must be turned out to precise specifications under the watchful eyes of tech overseers, there are no such constraints to design and function in the outlands. If a ganger wants to take the charging coil out of a plasma cannon and use it to give the engine in his quad more ‘kick’ then only sudden, superheated death is going to stop him. Likewise, if a gang leader wants her rig to literally shoot flames out of its exhaust into the faces of pursuing foes, who is going to tell her mounting flamers so close to her vehicle’s promethium tank is a bad idea! Given the short and brutal life experienced by most gangers on Necromunda, safety is usually secondary to the sheer visceral thrill of climbing out of an open windshield and unloading a sawn-off shotgun into an enemy’s face. Gang leaders often become infamous for the vehicles they drive and the sight of a rig in lurid colours, blasting off-key devotional hymns from its servitor hood ornament can end a fight before it begins. Slate Merdena’s own rig, the Road Fist, earned an especially grim reputation for being practically unkillable. Covered in armoured plates – that rumour had it Slate had ‘liberated’ from a shipment of tank parts wrongly sent to Necromunda – the Road Fist could take lascannon blasts, missile hits and land mines and keep on going. More than one enemy of the Sump Dogs ended their days under its wheels after emptying their magazine into its armoured cab, all the while cursing the name Merdena! Equally terrifying to the inhabitants of the wasteland is the Pulpitek – a custom-made, armoured half-track crewed by Klovis the Redeemer and his followers. Armed with an array of heavy flamers and massive autocannons, the Pulpitek can rain death on the enemies of the Redemption, while from the half- track’s command pulpit Klovis delivers his notoriously fiery sermons. By contrast, the Scimitar, a giant grav-cutter built by the Van Saar Archeotek Vos Ostbringer is a thing of both technical beauty and cunning design. A scaledup version of the grav-cutters ridden into battle by the Clan House prospects, the Scimitar is a flying wing with fighting platforms and razor-sharp protrusions. As Ostbringer herself likes to boast – if the rad-cannons or las-cutters don’t do the job, the craft itself can slice an enemy vehicle in half. ## Designing your own Vehicle Designing your own vehicle to use in games of Necromunda is easy; in order to create your own vehicle you just need to follow the following steps. 1. Choose Base Vehicle Template. 2. Purchase Vehicle Upgrades. 3. Purchase Wargear. These steps are all described in more detail as follows. #### Scavenged From The Ash In much the same way that when founding a gang only a restricted list of equipment is available (you must hunt for more esoteric and rarer equipment as the campaign progresses!), when founding a gang only the simplest of vehicle creations are possible. In order to create more exotic and advanced vehicles, it may be necessary to build up the Upgrades and Wargear in your gang’s Stash over the course of several games. :::note ### Designer’s Commentary: What Vehicles Are Suitable For Necromunda? There is a dizzying variety of vehicles and machinery used upon the surface of Necromunda, and there are always mechanics looking to make ever more bizarre and exotic creations. Despite this, most vehicles encountered operating out in the ash wastes will be based on existing Imperial patterns (even if their origins are hard to discern!) and so players are encouraged to proceed from the basis of what they can imagine converting from the existing range of Citadel and Forge World vehicle kits, as this will give their creations a sound and believable grounding in the setting. The key point to remember with these rules is that they are designed to allow players to use their own creations out in the wastes to help in the bitter inter-gang warfare. They are not intended to see what is the most powerful and dominant vehicle that can be made. To aid with this, it is recommended that when designing their own vehicles, players start by building and painting the model they wish to use. This will aid them greatly in the design process as they can clearly see which Upgrades and Wargear are appropriate to the model. ::: ## 1. Choose Base Vehicle Template The first step in designing a vehicle is to select a base vehicle template. This will give a starting characteristic profile, initial Weapon Hardpoint(s) and how many Upgrade slots are available. Vehicles in Necromunda come in a vast array of shapes and sizes, however they can broadly be placed into five different categories: light vehicles, medium vehicles, heavy vehicles, rigs and walkers. Due to their immense size, rigs cannot be reliably constructed by mechs in the wastes and all existing ones conform to a standard design. <VehicleCard cost="50"> ### Light Vehicle _Usually based on a small, light chassis like the Wolfquad, these are the lightest and quickest vehicles cobbled together for use in the ash wastes, generally sacrificing durability for speed and manoeuvrability._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 3 | 3 | 3 | 1 | 6+ | 5+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 2 | 2 | </VehicleCard> <VehicleCard cost="130"> ### Medium Vehicle _Usually based on a flexible chassis like the Ridgerunner, these vehicles balance speed and durability in an attempt to create a balanced vehicle suitable for most situations. These form the backbone of any gang._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 5 | 5 | 5 | 3 | 7+ | 4+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 2 | 3 | </VehicleCard> <VehicleCard cost="175"> ### Heavy Vehicle _Usually based on a hardy chassis like the Rockgrinder, these vehicles are the largest that a gang can construct for themselves. Lumbering machines, they are ideal for hazardous journeys across the ash wastes. In firefights they rely upon their ability to take damage rather than evade it._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 7 | 7 | 7 | 4 | 8+ | 4+ | </div> **Weapon Hardpoints:** 2 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 3 | 2 | </VehicleCard> <VehicleCard cost="70"> ### Walker _Often based on a bipedal vehicle such as the ubiquitous Sentinel, walkers are not as fast as other vehicles but are extremely manoeuvrable, able to bring their firepower to bear wherever it is needed._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 3 | 3 | 3 | 2 | 4+ | 5+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: walker #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 1 | 2 | </VehicleCard> ## Special Rules **Jury-rigged:** This vehicle is cobbled together out of a mix of parts that were never designed to work together. Whenever the Negotiate Repairs post-battle action is taken, double the credit cost of any repairs. **Locomotion: wheeled/tracked:** This vehicle either has the Wheeled or Tracked special rule, decided when the vehicle is purchased. If Tracked is chosen, reduce the vehicle’s Movement characteristic by 1". This affects how the vehicle interacts with terrain (see [Locomotion Special Rules](/docs/the-rules/movement#locomotion-special-rules)). **Locomotion: walker:** This vehicle has the Walker special rule. This affects how the vehicle moves and interacts with terrain (see [Locomotion Special Rules](/docs/the-rules/movement#locomotion-special-rules)). ## Custom Vehicle Equipment A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Custom Vehicle equipment list. - During the course of a campaign, a Custom Vehicle may be fitted with additional vehicle Wargear and vehicle Upgrades from the Custom Vehicle equipment list, the Trading Post and the Black Market. - During the course of a campaign, any custom vehicle hardpoints can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post or Black Market. ## 2. Purchase Vehicle Upgrades The next step is to purchase and fit Upgrades to the vehicle. These are broken down into three areas: Body, Drive and Engine. Each vehicle template has a set number of Upgrade slots – this indicates the maximum number of each type of Upgrade that can be fitted. Unless stated otherwise, no Upgrade can be fitted more than once. Upgrades are purchased from the Trading Post in the same manner as other equipment; when creating a vehicle they can either be purchased from the Trading Post or used from the gang’s Stash. :::tip You don't have access to the Trading Post until after your first battle. At the start of the campaign, you can access items from the list below. House Delaque have [access to more equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) at the start of a campaign. Pre-configured vehicles have separate starting lists (see their respective pages in the [vehicle section](/docs/gangs/gang-additions/vehicles/)). ::: :::info ### Weapon Hardpoints Weapon Hardpoints are a special form of Upgrade that come with a variety of additional options. When a Weapon Hardpoint is added to a vehicle (including any that come as standard on vehicle templates), the following steps must be taken: - If it is not specified, the Weapon Hardpoint must be designated as either crew or passenger operated. All weapons fitted to the Weapon Hardpoint gain either the Crew Operated or Passenger Operated trait. - If it is not specified, the Weapon Hardpoint must have a set arc (Front, Left, Right or Rear). All weapons fitted to the Weapon Hardpoint gain the Arc (Front, Left, Right or Rear) trait. - If the Weapon Hardpoint is on a custom vehicle, additional arcs can be added for 15 credits each, so Arc (All Round) would cost an additional 45 credits. - Each Weapon Hardpoint can hold one Basic, Special or Heavy weapon. - The fitted weapon can be swapped in between battles with weapons in the gang’s Stash. - Not all Weapon Hardpoints have to have a weapon fitted, but they can never have more than one weapon fitted. ::: ### Vehicle Upgrades | Vehicles Upgrades | Credits | | ------------------- | ------- | | **Body Upgrades** | | Crash cage | 15 | | Escape hatches | 10 | | Extra armour | 25 | | Ram | 15 | | Transport bed | 15 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Nitro burners | 15 | | Smoke vents | 25 | ### Vehicle Weapons | Vehicle Weapons | Credits | | ------------------------------------------ | ------- | | **Basic** | | Autogun | 15 | | Lasgun | 15 | | **Special** | | Grenade launcher with frag & krak grenades | 65 | | Long las | 20 | | **Heavy** | | Harpoon launcher | 110 | | Heavy stubber | 130 | | Mining laser | 125 | #### Vehicle Wargear | Item | Cost | | --------------- | ---- | | Boarding ramp | 15 | | Body spikes | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 | | Wheel scythes | 20 | To view what upgrades are available, see [Trading Point: Vehicle Upgrades](/docs/armoury/vehicle-upgrades). To view what the upgrades do, see [Armoury: Vehicle Upgrades](/docs/armoury/vehicle-upgrades). ## 3. Purchase Wargear The next step is to purchase and fit Wargear for the vehicle. Unless stated otherwise, no item of Wargear can be fitted more than once. Wargear is purchased from the Trading Post in the same manner as other equipment; when creating a vehicle they can either be purchased from the Trading Post or used from the gang’s Stash. To view what upgrades are available, see [Trading Point: Vehicle Upgrades](/docs/armoury/vehicle-upgrades#wargear). To view what the upgrades do, see [Armoury: Vehicle Upgrades](/docs/armoury/vehicle-upgrades#wargear).
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# Wasteland Workshop **_Out in the ash wastes, a gang’s vehicles are its life. Getting stranded outside the shadow of a hive city, between settlements, or worse, somewhere in the deep wastes, is often a quick way to a slow death. It is understandable then that gangs operating outside the hives cherish their vehicles, to the point of considering each to be another trusted member of the gang. Drivers will name their rides and rigs, adorn them with trophies and ornaments or paint them in outlandish colours, and go back to save them even when some newbie juve might be bleeding out at their feet. This behaviour is much like the extreme styles adopted by Clan House gangs in the hive cities – a way to stand out, be noticed and make sure their enemies know just who is smashing their face into the dust._** Just like in the hive cities, when it comes to vehicles gangs often have to make do with whatever they can get their hands on. Standardisation in design and construction is something enjoyed mostly by the Merchants Guild or the Imperial House. Vehicle patterns such as Ridgehaulers, Rockgrinders and Ridgerunners are utilised by official convoys and sanctioned mining operations, and while they might sometimes fall into the hands of gangs, more often than not they bear the symbols of the Noble Houses and Mercator Gelt, a reminder of just where the creds on Necromunda are going. It is far more likely a gang will inherit or find some broken-down wreck and knock it back into fighting shape with whatever is to hand. An entire industry based around these kinds of makeshift rigs, runners and crawlers exists out in the wastes, and every settlement boasts at least one wasteland workshop where a gang can go to buy parts, hire a good scrap mechanic or simply bolt guns onto their ride. The largest concentration of wasteland workshops by far can be found in Cinderak City. Here, dozens of outland scrappers compete for a gang’s creds, and have set up workshops that range from reputable shops such as Gunner’s Gearpit – endorsed by Slate Merdena himself – to less reliable set-ups like Mad Madrik’s Cut-price Chopshop, where wheels will cost you extra. Cinderak City also boasts the best parts, as prospectors and scavengers come from all across the Great Equatorial Wastes to sell things they have dug up or otherwise ‘acquired’ out in the wastes. Provided a gang is not too picky about a few bullet holes or plasma burns, and they will look the other way while the mechanic buffs out the Mercator Gelt iconography, then they can get a good deal on almost anything. It then falls to the gang to decide just what mechanical horror of the wasteland they wish to create. In contrast to the strict technological ‘guidelines’ imposed by the Imperium on the hive cities, where each lasgun, vox caster or omni-tool must be turned out to precise specifications under the watchful eyes of tech overseers, there are no such constraints to design and function in the outlands. If a ganger wants to take the charging coil out of a plasma cannon and use it to give the engine in his quad more ‘kick’ then only sudden, superheated death is going to stop him. Likewise, if a gang leader wants her rig to literally shoot flames out of its exhaust into the faces of pursuing foes, who is going to tell her mounting flamers so close to her vehicle’s promethium tank is a bad idea! Given the short and brutal life experienced by most gangers on Necromunda, safety is usually secondary to the sheer visceral thrill of climbing out of an open windshield and unloading a sawn-off shotgun into an enemy’s face. Gang leaders often become infamous for the vehicles they drive and the sight of a rig in lurid colours, blasting off-key devotional hymns from its servitor hood ornament can end a fight before it begins. Slate Merdena’s own rig, the Road Fist, earned an especially grim reputation for being practically unkillable. Covered in armoured plates – that rumour had it Slate had ‘liberated’ from a shipment of tank parts wrongly sent to Necromunda – the Road Fist could take lascannon blasts, missile hits and land mines and keep on going. More than one enemy of the Sump Dogs ended their days under its wheels after emptying their magazine into its armoured cab, all the while cursing the name Merdena! Equally terrifying to the inhabitants of the wasteland is the Pulpitek – a custom-made, armoured half-track crewed by Klovis the Redeemer and his followers. Armed with an array of heavy flamers and massive autocannons, the Pulpitek can rain death on the enemies of the Redemption, while from the half- track’s command pulpit Klovis delivers his notoriously fiery sermons. By contrast, the Scimitar, a giant grav-cutter built by the Van Saar Archeotek Vos Ostbringer is a thing of both technical beauty and cunning design. A scaledup version of the grav-cutters ridden into battle by the Clan House prospects, the Scimitar is a flying wing with fighting platforms and razor-sharp protrusions. As Ostbringer herself likes to boast – if the rad-cannons or las-cutters don’t do the job, the craft itself can slice an enemy vehicle in half. ## Designing your own Vehicle Designing your own vehicle to use in games of Necromunda is easy; in order to create your own vehicle you just need to follow the following steps. 1. Choose Base Vehicle Template. 2. Purchase Vehicle Upgrades. 3. Purchase Wargear. These steps are all described in more detail as follows. #### Scavenged From The Ash In much the same way that when founding a gang only a restricted list of equipment is available (you must hunt for more esoteric and rarer equipment as the campaign progresses!), when founding a gang only the simplest of vehicle creations are possible. In order to create more exotic and advanced vehicles, it may be necessary to build up the Upgrades and Wargear in your gang’s Stash over the course of several games. :::note ### Designer’s Commentary: What Vehicles Are Suitable For Necromunda? There is a dizzying variety of vehicles and machinery used upon the surface of Necromunda, and there are always mechanics looking to make ever more bizarre and exotic creations. Despite this, most vehicles encountered operating out in the ash wastes will be based on existing Imperial patterns (even if their origins are hard to discern!) and so players are encouraged to proceed from the basis of what they can imagine converting from the existing range of Citadel and Forge World vehicle kits, as this will give their creations a sound and believable grounding in the setting. The key point to remember with these rules is that they are designed to allow players to use their own creations out in the wastes to help in the bitter inter-gang warfare. They are not intended to see what is the most powerful and dominant vehicle that can be made. To aid with this, it is recommended that when designing their own vehicles, players start by building and painting the model they wish to use. This will aid them greatly in the design process as they can clearly see which Upgrades and Wargear are appropriate to the model. ::: ## 1. Choose Base Vehicle Template The first step in designing a vehicle is to select a base vehicle template. This will give a starting characteristic profile, initial Weapon Hardpoint(s) and how many Upgrade slots are available. Vehicles in Necromunda come in a vast array of shapes and sizes, however they can broadly be placed into five different categories: light vehicles, medium vehicles, heavy vehicles, rigs and walkers. Due to their immense size, rigs cannot be reliably constructed by mechs in the wastes and all existing ones conform to a standard design. <VehicleCard cost="50"> ### Light Vehicle _Usually based on a small, light chassis like the Wolfquad, these are the lightest and quickest vehicles cobbled together for use in the ash wastes, generally sacrificing durability for speed and manoeuvrability._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 3 | 3 | 3 | 1 | 6+ | 5+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 2 | 2 | </VehicleCard> <VehicleCard cost="130"> ### Medium Vehicle _Usually based on a flexible chassis like the Ridgerunner, these vehicles balance speed and durability in an attempt to create a balanced vehicle suitable for most situations. These form the backbone of any gang._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 5 | 5 | 5 | 3 | 7+ | 4+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 2 | 3 | </VehicleCard> <VehicleCard cost="175"> ### Heavy Vehicle _Usually based on a hardy chassis like the Rockgrinder, these vehicles are the largest that a gang can construct for themselves. Lumbering machines, they are ideal for hazardous journeys across the ash wastes. In firefights they rely upon their ability to take damage rather than evade it._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 7 | 7 | 7 | 4 | 8+ | 4+ | </div> **Weapon Hardpoints:** 2 **Special Rules:** Jury-rigged, Locomotion: wheeled/tracked #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 3 | 2 | </VehicleCard> <VehicleCard cost="70"> ### Walker _Often based on a bipedal vehicle such as the ubiquitous Sentinel, walkers are not as fast as other vehicles but are extremely manoeuvrable, able to bring their firepower to bear wherever it is needed._ <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 3 | 3 | 3 | 2 | 4+ | 5+ | </div> **Weapon Hardpoints:** 1 **Special Rules:** Jury-rigged, Locomotion: walker #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 1 | 2 | </VehicleCard> ## Special Rules **Jury-rigged:** This vehicle is cobbled together out of a mix of parts that were never designed to work together. Whenever the Negotiate Repairs post-battle action is taken, double the credit cost of any repairs. **Locomotion: wheeled/tracked:** This vehicle either has the Wheeled or Tracked special rule, decided when the vehicle is purchased. If Tracked is chosen, reduce the vehicle’s Movement characteristic by 1". This affects how the vehicle interacts with terrain (see [Locomotion Special Rules](/docs/the-rules/movement#locomotion-special-rules)). **Locomotion: walker:** This vehicle has the Walker special rule. This affects how the vehicle moves and interacts with terrain (see [Locomotion Special Rules](/docs/the-rules/movement#locomotion-special-rules)). ## Custom Vehicle Equipment A custom vehicle may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Custom Vehicle equipment list. - During the course of a campaign, a Custom Vehicle may be fitted with additional vehicle Wargear and vehicle Upgrades from the Custom Vehicle equipment list, the Trading Post and the Black Market. - During the course of a campaign, any custom vehicle hardpoints can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post or Black Market. ## 2. Purchase Vehicle Upgrades The next step is to purchase and fit Upgrades to the vehicle. These are broken down into three areas: Body, Drive and Engine. Each vehicle template has a set number of Upgrade slots – this indicates the maximum number of each type of Upgrade that can be fitted. Unless stated otherwise, no Upgrade can be fitted more than once. Upgrades are purchased from the Trading Post in the same manner as other equipment; when creating a vehicle they can either be purchased from the Trading Post or used from the gang’s Stash. :::tip You don't have access to the Trading Post until after your first battle. At the start of the campaign, you can access items from the list below. House Delaque have [access to more equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) at the start of a campaign. Pre-configured vehicles have separate starting lists (see their respective pages in the [vehicle section](/docs/gangs/gang-additions/vehicles/)). ::: :::info ### Weapon Hardpoints Weapon Hardpoints are a special form of Upgrade that come with a variety of additional options. When a Weapon Hardpoint is added to a vehicle (including any that come as standard on vehicle templates), the following steps must be taken: - If it is not specified, the Weapon Hardpoint must be designated as either crew or passenger operated. All weapons fitted to the Weapon Hardpoint gain either the Crew Operated or Passenger Operated trait. - If it is not specified, the Weapon Hardpoint must have a set arc (Front, Left, Right or Rear). All weapons fitted to the Weapon Hardpoint gain the Arc (Front, Left, Right or Rear) trait. - If the Weapon Hardpoint is on a custom vehicle, additional arcs can be added for 15 credits each, so Arc (All Round) would cost an additional 45 credits. - Each Weapon Hardpoint can hold one Basic, Special or Heavy weapon. - The fitted weapon can be swapped in between battles with weapons in the gang’s Stash. - Not all Weapon Hardpoints have to have a weapon fitted, but they can never have more than one weapon fitted. ::: ### Vehicle Upgrades | Vehicles Upgrades | Credits | | ------------------- | ------- | | **Body Upgrades** | | Crash cage | 15 | | Escape hatches | 10 | | Extra armour | 25 | | Ram | 15 | | Transport bed | 15 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Nitro burners | 15 | | Smoke vents | 25 | ### Vehicle Weapons | Vehicle Weapons | Credits | | ------------------------------------------ | ------- | | **Basic** | | Autogun | 15 | | Lasgun | 15 | | **Special** | | Grenade launcher with frag & krak grenades | 65 | | Long las | 20 | | **Heavy** | | Harpoon launcher | 110 | | Heavy stubber | 130 | | Mining laser | 125 | #### Vehicle Wargear | Item | Cost | | --------------- | ---- | | Boarding ramp | 15 | | Body spikes | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 | | Wheel scythes | 20 | To view what upgrades are available, see [Trading Point: Vehicle Upgrades](/docs/armoury/vehicle-upgrades). To view what the upgrades do, see [Armoury: Vehicle Upgrades](/docs/armoury/vehicle-upgrades). ## 3. Purchase Wargear The next step is to purchase and fit Wargear for the vehicle. Unless stated otherwise, no item of Wargear can be fitted more than once. Wargear is purchased from the Trading Post in the same manner as other equipment; when creating a vehicle they can either be purchased from the Trading Post or used from the gang’s Stash. To view what upgrades are available, see [Trading Point: Vehicle Upgrades](/docs/armoury/vehicle-upgrades#wargear). To view what the upgrades do, see [Armoury: Vehicle Upgrades](/docs/armoury/vehicle-upgrades#wargear).
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# Ash Wastes Campaign _Beyond the gives and their incessant industry, an endless war is being fought across the vast ash wastes. It is not a war of rival nations or opposing armies - though it can be just as bloody as one of these - rather, it is a war for the trade routes between the hives. Lord Helmawr cares not who controls these routes as long as the trade keeps flowing and Necromunda's staggering Imperial tithe is met. And so the Clan Houses vie for the lucrative contracts and control of remote road networks to fill their coffers with more wealth. In some places this descends into open warfare as convoys of merchant rigs fend off mounted marauders as they attempt to get their goods to where they need to be. For a gang that can claim dominion over even a tiny piece of this great trade network the rewards can be staggering, and well worth the price paid in blood, bullets and lives._ ## How The Campaign Works The Necromunda Ash Wastes Campaign is a complete narrative campaign tht can be used alongside the Necromunda: Ash Wastes rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to do battle in the wilderness between the hive cities and fight over vital trade routes that connect them. In the Ash Wastes Campaign, players try to take control of road networks with their gang, claiming one stretch of the wastes at a time until they can connect one settlement, hive, or landmark to another and benefit from the trade that flows between them. Of course, this is no easy task. To claim a road a gang must fend off their rivals, survive the harsh elements of Necromunda and brave the changing seasons themselves - not to mention factions such as the Ash Wastes Nomads who simply want to destroy the dominion of the hivers. For those who succeed, however, the payoff is great indeed. ### Controlling Roads Central to the Ash Wastes Campaign is the controlling of roads. At the start of the campaifgn all gangs will start with the goal of controlling as many road networks as they can to enrich both themselves and their faction. To complete this goal - and connect two important Ash Wastes locations - a gang must be in control of a special kind of Territory called Road Sections. If they can make a path from one location to another only using Road Sections they control then they can set up a Trade Route and reap even greater rewards! Players will start with some Road Sections determined randomly, but the majority must be won through defeating rival gangs on the battlefield. ## Outlaws & Raiders All gangs are divided into 2 sides, affecting how income is earned from Trade Routes (tolls or disruption): - Raiders. - Traders. Gangs are divided as follows: - **Ash Waste Nomad:** Raiders. - **Outlaw:** Raiders or Traders (choose when creating the gang). - **Law-abiding:** Traders. ## Road Sections Road Sections are connected with other Road Sections and/or locations. The region (Near/Deep/Wild Wastes) can affect battlefield surface conditions. The type (Sanctioned/Unsanctioned) indicates whether it is relatively safe or high-risk, high-reward. ## Trading Routes Gain Trading Route bonuses (when collecting income at the start of any cycle) if controlling the required Road Sections to connect the specified locations. See the [List of Roads Sections and Trade Routes](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes). ## Challenges Challenges can only be declined without penalty by a gang that has already issued and received at least 1 challenge (this cycle). ## Starting Out **Starting credits:** 1000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** Yes Players also begin with two randomly determined Road Sections (the Arbitrator can use the D66 column in the [Road Sections table](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes#road-sections) to allocate two to each player). ## Phases ### Phase 1: Season of Flame At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first two cycles, all battles are considered to take place during the Season of Flame. In the last cycle of the phase, players roll a D6 before each battle: on a 1-4 it's still the Season of Flame, on a 5-6 it takes place during the Changing Seasons. Only unclaimed Road Sections may be claimed as rewards for gang battles. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) ### Phase 3: Season of Ash Gangs defend their Trade Routes against both their rivals and the elements, as well as destroy those set up by other gangs. At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first cycle, players roll a D6 before each battle: on a 1-4 the battle takes place in the Season of Ash, on a 5-6 it takes place during the Changing Seasons. In the last two cycles of the phase all battles are considered to take place during the Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | ------------------------- | -------------------------------------------------- | | Road Master | Longest unbroken chain of connected Road Sections. | | As Far as the Eye can See | Most Road Sections | | Road of Corpses | Most kills | | Let it Burn | Most enemy vehicles wrecked | | Do You Know Who I Am! | Highest Reputation | ## Battlefield Environments The following battlefield effects are in use: - Battlefield Surface. - Seasons. - Regions. - Roads. - Visibility (X"). This can be determined in multiple ways for a battle: - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the tables. - Gangs can agree to choose specific effects to use. ### Battlefield Surface The ground level of the battlefield. Not including: - Terrain. - Elevated areas. - Roads. This will affect any fighter on the ground, unless on roads, elevated terrain or otherwise protected by terrain. ### Seasons The season depends on the phase & cycle, otherwise randomize (D3): 1. Season of Flame. 1. Season of Ash. 1. Changing Seasons. | Phase | Cycle | Season | | ----- | ----- | :-------------------------------------------------------------------------------------------- | | 1 | 1 | Season of the Flame. | | 1 | 2 | Season of the Flame. | | 1 | 3 | Randomize (D3) before each battle:<br /> 1-2: Season of the Flame.<br /> 3: Changing Seasons. | | 2 | 4 | - | | 3 | 5 | Randomize (D3) before each battle:<br /> 1-2: Season of Ash.<br />3: Changing Seasons. | | 3 | 6 | Season of Ash. | | 3 | 7 | Season of Ash. | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, the scenario played is based upon the relevant region of the ash wastes the staked Road Section is in. Roll a D6 on the relevant table to determine which Scenario is used. #### Near Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Looters](/docs/scenarios/scenario-list/looters) scenario. | | 3 | Play the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) scenario. | | 4 | Play the [Settlement Showdown](/docs/scenarios/scenario-list/settlement-showdown) scenario. | | 5 | Play the [Bone Road Dead Race](/docs/scenarios/scenario-list/bone-road-death-race) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | #### Deep Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Fuel Hunt](/docs/scenarios/scenario-list/fuel-hunt) scenario. | | 3 | Play the [Breakdown](/docs/scenarios/scenario-list/breakdown) scenario. | | 4 | Play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. | | 5 | Play the [Cargo Run](/docs/scenarios/scenario-list/cargo-run) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | #### Wild Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Beast](/docs/scenarios/scenario-list/the-beast) scenario. | | 3 | Play the [Incoming Storm](/docs/scenarios/scenario-list/incoming-storm) scenario. | | 4 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) scenario. | | 5 | Play the [Wasteland Encounter](/docs/scenarios/scenario-list/wasteland-encounter) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. |
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# Ash Wastes Campaign _Beyond the gives and their incessant industry, an endless war is being fought across the vast ash wastes. It is not a war of rival nations or opposing armies - though it can be just as bloody as one of these - rather, it is a war for the trade routes between the hives. Lord Helmawr cares not who controls these routes as long as the trade keeps flowing and Necromunda's staggering Imperial tithe is met. And so the Clan Houses vie for the lucrative contracts and control of remote road networks to fill their coffers with more wealth. In some places this descends into open warfare as convoys of merchant rigs fend off mounted marauders as they attempt to get their goods to where they need to be. For a gang that can claim dominion over even a tiny piece of this great trade network the rewards can be staggering, and well worth the price paid in blood, bullets and lives._ ## How The Campaign Works The Necromunda Ash Wastes Campaign is a complete narrative campaign tht can be used alongside the Necromunda: Ash Wastes rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to do battle in the wilderness between the hive cities and fight over vital trade routes that connect them. In the Ash Wastes Campaign, players try to take control of road networks with their gang, claiming one stretch of the wastes at a time until they can connect one settlement, hive, or landmark to another and benefit from the trade that flows between them. Of course, this is no easy task. To claim a road a gang must fend off their rivals, survive the harsh elements of Necromunda and brave the changing seasons themselves - not to mention factions such as the Ash Wastes Nomads who simply want to destroy the dominion of the hivers. For those who succeed, however, the payoff is great indeed. ### Controlling Roads Central to the Ash Wastes Campaign is the controlling of roads. At the start of the campaifgn all gangs will start with the goal of controlling as many road networks as they can to enrich both themselves and their faction. To complete this goal - and connect two important Ash Wastes locations - a gang must be in control of a special kind of Territory called Road Sections. If they can make a path from one location to another only using Road Sections they control then they can set up a Trade Route and reap even greater rewards! Players will start with some Road Sections determined randomly, but the majority must be won through defeating rival gangs on the battlefield. ## Outlaws & Raiders All gangs are divided into 2 sides, affecting how income is earned from Trade Routes (tolls or disruption): - Raiders. - Traders. Gangs are divided as follows: - **Ash Waste Nomad:** Raiders. - **Outlaw:** Raiders or Traders (choose when creating the gang). - **Law-abiding:** Traders. ## Road Sections Road Sections are connected with other Road Sections and/or locations. The region (Near/Deep/Wild Wastes) can affect battlefield surface conditions. The type (Sanctioned/Unsanctioned) indicates whether it is relatively safe or high-risk, high-reward. ## Trading Routes Gain Trading Route bonuses (when collecting income at the start of any cycle) if controlling the required Road Sections to connect the specified locations. See the [List of Roads Sections and Trade Routes](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes). ## Challenges Challenges can only be declined without penalty by a gang that has already issued and received at least 1 challenge (this cycle). ## Starting Out **Starting credits:** 1000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** Yes Players also begin with two randomly determined Road Sections (the Arbitrator can use the D66 column in the [Road Sections table](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes#road-sections) to allocate two to each player). ## Phases ### Phase 1: Season of Flame At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first two cycles, all battles are considered to take place during the Season of Flame. In the last cycle of the phase, players roll a D6 before each battle: on a 1-4 it's still the Season of Flame, on a 5-6 it takes place during the Changing Seasons. Only unclaimed Road Sections may be claimed as rewards for gang battles. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) ### Phase 3: Season of Ash Gangs defend their Trade Routes against both their rivals and the elements, as well as destroy those set up by other gangs. At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first cycle, players roll a D6 before each battle: on a 1-4 the battle takes place in the Season of Ash, on a 5-6 it takes place during the Changing Seasons. In the last two cycles of the phase all battles are considered to take place during the Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | ------------------------- | -------------------------------------------------- | | Road Master | Longest unbroken chain of connected Road Sections. | | As Far as the Eye can See | Most Road Sections | | Road of Corpses | Most kills | | Let it Burn | Most enemy vehicles wrecked | | Do You Know Who I Am! | Highest Reputation | ## Battlefield Environments The following battlefield effects are in use: - Battlefield Surface. - Seasons. - Regions. - Roads. - Visibility (X"). This can be determined in multiple ways for a battle: - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the tables. - Gangs can agree to choose specific effects to use. ### Battlefield Surface The ground level of the battlefield. Not including: - Terrain. - Elevated areas. - Roads. This will affect any fighter on the ground, unless on roads, elevated terrain or otherwise protected by terrain. ### Seasons The season depends on the phase & cycle, otherwise randomize (D3): 1. Season of Flame. 1. Season of Ash. 1. Changing Seasons. | Phase | Cycle | Season | | ----- | ----- | :-------------------------------------------------------------------------------------------- | | 1 | 1 | Season of the Flame. | | 1 | 2 | Season of the Flame. | | 1 | 3 | Randomize (D3) before each battle:<br /> 1-2: Season of the Flame.<br /> 3: Changing Seasons. | | 2 | 4 | - | | 3 | 5 | Randomize (D3) before each battle:<br /> 1-2: Season of Ash.<br />3: Changing Seasons. | | 3 | 6 | Season of Ash. | | 3 | 7 | Season of Ash. | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, the scenario played is based upon the relevant region of the ash wastes the staked Road Section is in. Roll a D6 on the relevant table to determine which Scenario is used. #### Near Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Looters](/docs/scenarios/scenario-list/looters) scenario. | | 3 | Play the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) scenario. | | 4 | Play the [Settlement Showdown](/docs/scenarios/scenario-list/settlement-showdown) scenario. | | 5 | Play the [Bone Road Dead Race](/docs/scenarios/scenario-list/bone-road-death-race) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | #### Deep Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Fuel Hunt](/docs/scenarios/scenario-list/fuel-hunt) scenario. | | 3 | Play the [Breakdown](/docs/scenarios/scenario-list/breakdown) scenario. | | 4 | Play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. | | 5 | Play the [Cargo Run](/docs/scenarios/scenario-list/cargo-run) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | #### Wild Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. | | 2 | Play the [Beast](/docs/scenarios/scenario-list/the-beast) scenario. | | 3 | Play the [Incoming Storm](/docs/scenarios/scenario-list/incoming-storm) scenario. | | 4 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) scenario. | | 5 | Play the [Wasteland Encounter](/docs/scenarios/scenario-list/wasteland-encounter) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker. |
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[[docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect|wyrd-powers#1-mind-control-basic-continuous-effect]]
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2024-06-13 20:34:24.508078
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[[docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect|wyrd-powers#1-mind-control-basic-continuous-effect]]
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# 56. Daylight Robbery _A small group of gangers come across a lightly-defended warehouse and attempt to loot it before they're caught._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Battlefield Standard: 7 tiles (3x2 rectangle + Stash Vault). The defender places the last tile marked with an ‘X’. This is the Stash Vault (where the defender keeps the stash). The short edge on the opposite side of the Stash Vault is the escape route. ``` [ ][ ][ ][X] [ ][ ][ ] ``` Alternatively, if playing on Sector Mechanicus terrain, limit the play area to 2" x 4", with the stash on one short edge and the escape route on the other. ## Crews - **Attacker:** Custom (3). - **Defender:** Random (3) + Random Reinforcement (3). ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): Random(1) per 100 credits. ## Deployment 1. **Attacker:** Entire crew in the Stash Vault. One fighter is given the Stash marker. 1. **Defender:** More than 6” from any enemies. ## Objectives - **Attacker:** Attempting to escape with the pilfered loot. - **Defender:** Stop the attackers. ## Reinforcements - Defender: 3 (all). - Start of the 4th End phase. - Within 1" of the escape round and at least 2" from enemies (deployed by the controlling gang). ## Claiming The Stash And Escaping Any attackers (regardless of statuses or conditions) can escape the battlefield in the End phase if within 1” of an Escape Route (counting as Out of Action for the purposes of Bottle tests). If the Stash marker is within 1” of the escape route when a fighter escapes, it is claimed and removed from the battlefield. ## Go Through Them The attacker does not take Bottle tests and can't voluntarily flee the battlefield. ## Fleeing The Battlefield If the defender bottles out and flees the battlefield, the attacker automatically wins and claims the Stash marker. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins if at least 1 fighter has escaped and the Stash marker is claimed. Otherwise, the defender wins. ## Rewards #### Credits - D6x10 to the attacker for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the attacker for winning. - +D3+1 to the defender for winning. - -1 for bottling out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Gang Raid']
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# 56. Daylight Robbery _A small group of gangers come across a lightly-defended warehouse and attempt to loot it before they're caught._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Battlefield Standard: 7 tiles (3x2 rectangle + Stash Vault). The defender places the last tile marked with an ‘X’. This is the Stash Vault (where the defender keeps the stash). The short edge on the opposite side of the Stash Vault is the escape route. ``` [ ][ ][ ][X] [ ][ ][ ] ``` Alternatively, if playing on Sector Mechanicus terrain, limit the play area to 2" x 4", with the stash on one short edge and the escape route on the other. ## Crews - **Attacker:** Custom (3). - **Defender:** Random (3) + Random Reinforcement (3). ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): Random(1) per 100 credits. ## Deployment 1. **Attacker:** Entire crew in the Stash Vault. One fighter is given the Stash marker. 1. **Defender:** More than 6” from any enemies. ## Objectives - **Attacker:** Attempting to escape with the pilfered loot. - **Defender:** Stop the attackers. ## Reinforcements - Defender: 3 (all). - Start of the 4th End phase. - Within 1" of the escape round and at least 2" from enemies (deployed by the controlling gang). ## Claiming The Stash And Escaping Any attackers (regardless of statuses or conditions) can escape the battlefield in the End phase if within 1” of an Escape Route (counting as Out of Action for the purposes of Bottle tests). If the Stash marker is within 1” of the escape route when a fighter escapes, it is claimed and removed from the battlefield. ## Go Through Them The attacker does not take Bottle tests and can't voluntarily flee the battlefield. ## Fleeing The Battlefield If the defender bottles out and flees the battlefield, the attacker automatically wins and claims the Stash marker. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins if at least 1 fighter has escaped and the Stash marker is claimed. Otherwise, the defender wins. ## Rewards #### Credits - D6x10 to the attacker for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the attacker for winning. - +D3+1 to the defender for winning. - -1 for bottling out.
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# Exotic Beasts _Source: Necromunda Core Rulebook (2023)_ The worlds of the Imperium are host to many strange and wonderful creatures, and Necromunda is no exception. It is well-documented throughout the ages that humans have a strange propensity for keeping all manner of creatures as pets, fascinated by their behaviour and comforted by their loyalty, and in this the denizens of the underhive are no different to humans anywhere else in the galaxy. What is unique to Necromunda, though, are the type and variety of pets that people choose to keep… Exotic Beasts are purchased as Wargear and should be recorded on their owner’s Fighter card accordingly. However, where Exotic Beasts differ from normal Wargear is that they will have their own Fighter card, which details their unique stats, skills, and weaponry. ### Skill Table | D3 | Agility | Brawn | Combat | Cunning | Ferocity | | :---: | :------------------------------------------------------------------ | :------------------------------------------------------------------------------ | :------------------------------------------------------------------------------- | :-------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | | **1** | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | **2** | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | **3** | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | Exotic Beasts follow all of the normal rules for a fighter, with the following exceptions: - Whenever the fighter that owns the Exotic Beast is selected for a scenario, the Exotic Beast may also be deployed. This may take the number of fighters in a starting crew above the number specified by the scenario. - Exotic Beasts may not perform any action that interacts with objects on the battlefield with the following exceptions: - An Exotic Beast with a Strength characteristic of at least 4 may perform the Carry Loot Casket (Simple), Force Door (Basic) and Smash Open Loot Casket (Basic) actions. - An Exotic Beast with an Intelligence characteristic of at least 7+ may perform the Operate Door (Simple) action. - An Exotic Beast with an Intelligence characteristic of at least 5+ may perform the Access Terminal (Basic) and Bypass Loot Casket Lock (Basic) actions. - Exotic Beasts cannot assist fighters when rolling for Recovery. - Exotic Beasts can only be activated as part of a Group Activation with their owner. Accordingly, the owner of an Exotic Beast gains the following special rule: - Group Activation (Exotic Beasts): When a fighter with this special rule is activated, their controlling player must activate all Exotic Beasts belonging to this fighter as well, as part of a ‘Group Activation’: - The controlling player selects and activates each fighter in this group activation as normal, fully resolving each activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. - If this fighter itself is activated as part of a Group Activation, this rule still applies, meaning any Exotic Beasts this fighter owns are activated as described above when this fighter is itself activated as part of a Group Activation. - Exotic Beasts must always end their activation within 3" of their owner. If the Exotic Beast is more than 3" away at the end of its activation, it must pass a Nerve test or become Broken. - Should an Exotic Beast become Broken, it will run towards its owner when activated rather than for cover. When an Exotic Beast makes a Running for Cover (Double) action, it runs towards its owner. It is only concerned with getting back within 3" of its owner. - An Exotic Beast that has become Broken automatically rallies if it ends an activation within 3" of its owner (note that, during Campaign play, Exotic Beasts do not gain XP for rallying in this way). - If the owner is removed from the battlefield for any reason, the Exotic Beast is also removed from play. - Exotic Beasts are not counted for Bottle tests, neither as part of the starting crew nor as fighters Taken Out of Action or Prone and Seriously Injured. - If an Exotic Beast is taken Out of Action or becomes Prone and Seriously Injured, only other Exotic Beasts need to take Nerve tests to avoid becoming Broken, gangers are made of sterner stuff and expect their beasts to lead short lives. - Exotic Beasts gain Experience and suffer Lasting Injuries as a normal Ganger and may become a Specialist. - Exotic Beasts may not take any additional equipment. They may not use weapons other than those detailed on their profile. They may never use Wargear. - Exotic Beasts can be taken Captive, in which case the owning fighter’s gang can attempt to rescue them and the capturing gang may sell them as if they were a normal fighter. Exotic Beasts taken Captive cannot be put to work in any Territories.
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2024-06-13 20:34:24.508078
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# Exotic Beasts _Source: Necromunda Core Rulebook (2023)_ The worlds of the Imperium are host to many strange and wonderful creatures, and Necromunda is no exception. It is well-documented throughout the ages that humans have a strange propensity for keeping all manner of creatures as pets, fascinated by their behaviour and comforted by their loyalty, and in this the denizens of the underhive are no different to humans anywhere else in the galaxy. What is unique to Necromunda, though, are the type and variety of pets that people choose to keep… Exotic Beasts are purchased as Wargear and should be recorded on their owner’s Fighter card accordingly. However, where Exotic Beasts differ from normal Wargear is that they will have their own Fighter card, which details their unique stats, skills, and weaponry. ### Skill Table | D3 | Agility | Brawn | Combat | Cunning | Ferocity | | :---: | :------------------------------------------------------------------ | :------------------------------------------------------------------------------ | :------------------------------------------------------------------------------- | :-------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | | **1** | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | **2** | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | **3** | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | Exotic Beasts follow all of the normal rules for a fighter, with the following exceptions: - Whenever the fighter that owns the Exotic Beast is selected for a scenario, the Exotic Beast may also be deployed. This may take the number of fighters in a starting crew above the number specified by the scenario. - Exotic Beasts may not perform any action that interacts with objects on the battlefield with the following exceptions: - An Exotic Beast with a Strength characteristic of at least 4 may perform the Carry Loot Casket (Simple), Force Door (Basic) and Smash Open Loot Casket (Basic) actions. - An Exotic Beast with an Intelligence characteristic of at least 7+ may perform the Operate Door (Simple) action. - An Exotic Beast with an Intelligence characteristic of at least 5+ may perform the Access Terminal (Basic) and Bypass Loot Casket Lock (Basic) actions. - Exotic Beasts cannot assist fighters when rolling for Recovery. - Exotic Beasts can only be activated as part of a Group Activation with their owner. Accordingly, the owner of an Exotic Beast gains the following special rule: - Group Activation (Exotic Beasts): When a fighter with this special rule is activated, their controlling player must activate all Exotic Beasts belonging to this fighter as well, as part of a ‘Group Activation’: - The controlling player selects and activates each fighter in this group activation as normal, fully resolving each activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. - If this fighter itself is activated as part of a Group Activation, this rule still applies, meaning any Exotic Beasts this fighter owns are activated as described above when this fighter is itself activated as part of a Group Activation. - Exotic Beasts must always end their activation within 3" of their owner. If the Exotic Beast is more than 3" away at the end of its activation, it must pass a Nerve test or become Broken. - Should an Exotic Beast become Broken, it will run towards its owner when activated rather than for cover. When an Exotic Beast makes a Running for Cover (Double) action, it runs towards its owner. It is only concerned with getting back within 3" of its owner. - An Exotic Beast that has become Broken automatically rallies if it ends an activation within 3" of its owner (note that, during Campaign play, Exotic Beasts do not gain XP for rallying in this way). - If the owner is removed from the battlefield for any reason, the Exotic Beast is also removed from play. - Exotic Beasts are not counted for Bottle tests, neither as part of the starting crew nor as fighters Taken Out of Action or Prone and Seriously Injured. - If an Exotic Beast is taken Out of Action or becomes Prone and Seriously Injured, only other Exotic Beasts need to take Nerve tests to avoid becoming Broken, gangers are made of sterner stuff and expect their beasts to lead short lives. - Exotic Beasts gain Experience and suffer Lasting Injuries as a normal Ganger and may become a Specialist. - Exotic Beasts may not take any additional equipment. They may not use weapons other than those detailed on their profile. They may never use Wargear. - Exotic Beasts can be taken Captive, in which case the owning fighter’s gang can attempt to rescue them and the capturing gang may sell them as if they were a normal fighter. Exotic Beasts taken Captive cannot be put to work in any Territories.
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# Location Details #location ## Description **Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) The Gilded Grotto is a luxurious shopping district that caters to the Van Saars' refined tastes. This territory is filled with high-end boutiques, exclusive clubs, and opulent restaurants. The streets are lined with ornate fountains, marble statues, and gleaming chrome accents, creating an atmosphere of elegance and sophistication. The Grotto is a hotspot for the Van Saars to showcase their wealth and status. They can host lavish parties, flaunt their latest acquisitions, and network with influential figures from across the hive. The district's upscale clientele also provides a steady stream of income through commissions, tips, and discreet transactions. Income: +10 (rolled 4 on the dice) **Territory 2:** The Van Saars' family estate, "Manor House" (dice: 1d6 = 3) The Manor House is the Van Saars' ancestral home, a symbol of their wealth, power, and prestige. This territory serves as a hub for the gang's operations, providing a secure location to plan and coordinate their activities. The estate itself is a grandiose structure with ornate gardens, sweeping staircases, and lavish furnishings. The Manor House also houses a private library, a state-of-the-art communication network, and a discreet armory. The Van Saars can use this territory to receive guests, host meetings, or simply enjoy the finer things in life. Reputation Bonus: When dealing with other gangs or authorities that value social standing, the Van Saars gain a +1 bonus to their Reputation. **Territory 3:** The seedy underbelly of "Rats' Warren" (dice: 1d6 = 5) Rats' Warren is a dark, cramped alleyway that seems to writhe and twist like a living entity. This territory is home to shady characters, illicit activities, and the Van Saars' more... unsavory connections. The Warren is a hotbed of corruption, black markets, and underground deals. The Van Saars can use this territory to gather intel on rival gangs, acquire contraband goods, or make discreet arrangements with other underworld figures. However, the risks are high, and the consequences of being caught are severe. Income: +5 (rolled 5 on the dice) These territories will serve as the foundation for the Van Saars' operations in the Dominion campaign. With their "High-Society" reputation and "Well-Connected" boon, they're well-positioned to navigate the complex web of alliances, rivalries, and backroom deals that define life in Necromunda. ## Special Rules I apologize for the mistake earlier! Here's an revised version of the territory with special rules: * *Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) - A lucrative area filled with high-end boutiques and exclusive clubs. Income from this territory is boosted by +10. **Special Rules:** * **High-Society Hijinks**: When a rival gang tries to take control of the Gilded Grotto, the Van Saars can use their social connections to disrupt the attack. The attacker must re-roll any successful combat rolls, and the Van Saars gain a bonus to their own combat rolls equal to the number of successful rolls the attacker had to re-roll. * **Gilded Guard**: The Van Saars have hired a team of high-society bodyguards to protect their interests in the Gilded Grotto. When defending this territory against an attack, the Van Saars gain a +1 bonus to their combat rolls. Income for the Van Saars: dice: 1d6 Please roll the dice to determine the initial income for the Van Saars. ## Income With the "Gilded Grotto" territory, the Van Saars' income is boosted by +10. To determine the total income from this territory, we'll need to add the boost to a dice roll. To generate income for the Van Saars, you'll need to roll: `dice: 1d6` Add the result of the dice roll to the +10 boost, and that's your total income from the Gilded Grotto territory.
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# Location Details #location ## Description **Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) The Gilded Grotto is a luxurious shopping district that caters to the Van Saars' refined tastes. This territory is filled with high-end boutiques, exclusive clubs, and opulent restaurants. The streets are lined with ornate fountains, marble statues, and gleaming chrome accents, creating an atmosphere of elegance and sophistication. The Grotto is a hotspot for the Van Saars to showcase their wealth and status. They can host lavish parties, flaunt their latest acquisitions, and network with influential figures from across the hive. The district's upscale clientele also provides a steady stream of income through commissions, tips, and discreet transactions. Income: +10 (rolled 4 on the dice) **Territory 2:** The Van Saars' family estate, "Manor House" (dice: 1d6 = 3) The Manor House is the Van Saars' ancestral home, a symbol of their wealth, power, and prestige. This territory serves as a hub for the gang's operations, providing a secure location to plan and coordinate their activities. The estate itself is a grandiose structure with ornate gardens, sweeping staircases, and lavish furnishings. The Manor House also houses a private library, a state-of-the-art communication network, and a discreet armory. The Van Saars can use this territory to receive guests, host meetings, or simply enjoy the finer things in life. Reputation Bonus: When dealing with other gangs or authorities that value social standing, the Van Saars gain a +1 bonus to their Reputation. **Territory 3:** The seedy underbelly of "Rats' Warren" (dice: 1d6 = 5) Rats' Warren is a dark, cramped alleyway that seems to writhe and twist like a living entity. This territory is home to shady characters, illicit activities, and the Van Saars' more... unsavory connections. The Warren is a hotbed of corruption, black markets, and underground deals. The Van Saars can use this territory to gather intel on rival gangs, acquire contraband goods, or make discreet arrangements with other underworld figures. However, the risks are high, and the consequences of being caught are severe. Income: +5 (rolled 5 on the dice) These territories will serve as the foundation for the Van Saars' operations in the Dominion campaign. With their "High-Society" reputation and "Well-Connected" boon, they're well-positioned to navigate the complex web of alliances, rivalries, and backroom deals that define life in Necromunda. ## Special Rules I apologize for the mistake earlier! Here's an revised version of the territory with special rules: * *Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) - A lucrative area filled with high-end boutiques and exclusive clubs. Income from this territory is boosted by +10. **Special Rules:** * **High-Society Hijinks**: When a rival gang tries to take control of the Gilded Grotto, the Van Saars can use their social connections to disrupt the attack. The attacker must re-roll any successful combat rolls, and the Van Saars gain a bonus to their own combat rolls equal to the number of successful rolls the attacker had to re-roll. * **Gilded Guard**: The Van Saars have hired a team of high-society bodyguards to protect their interests in the Gilded Grotto. When defending this territory against an attack, the Van Saars gain a +1 bonus to their combat rolls. Income for the Van Saars: dice: 1d6 Please roll the dice to determine the initial income for the Van Saars. ## Income With the "Gilded Grotto" territory, the Van Saars' income is boosted by +10. To determine the total income from this territory, we'll need to add the boost to a dice roll. To generate income for the Van Saars, you'll need to roll: `dice: 1d6` Add the result of the dice roll to the +10 boost, and that's your total income from the Gilded Grotto territory.
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# Resolve Hits :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When a model is hit by an attack, follow these steps: 1. Wound roll 2. Save roll 3. Inflict Damage ## 1. Wound Roll Roll a D6 and compare the weapon’s Strength with the target’s Toughness on the table below. | Strength vs Toughness | D6 | | ------------------------- | --- | | Strength >= 2 x Toughness | 2+ | | Strength > Toughness | 3+ | | Strength = Toughness | 4+ | | Strength < Toughness | 5+ | | Strength <= ½ x Toughness | 6+ | Vehicles: Every hit must be resolved against a facing (source of the attack) to determine the Toughness. If in doubt, use the highest Toughness. ## 2. Save Roll If the hit results in a successful wound roll, or leads to an Injury roll being made against the model for any reason, the model may be able to make a save roll. Only one save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made. Armour saves are made either: - After the Wound roll but before the model suffers the Wound. If successful, the Wound is ‘saved’ and ignored. - If the attack has a Damage ‘-’ characteristic and causes an Injury/Damage dice to be rolled against the model for any reason, a save roll is made before any Injury dice are rolled. Note that some weapon traits ignore save rolls. In such cases no save roll can be made (regardless of any modifiers). #### Armour Penetration If the AP characteristic is greater than the save roll granted by the model's armour, the save roll is cancelled. #### Positive Save Modifiers If a model's save would be improved, the positive modifier is added to any normal save roll (some armour are however unmodifiable). If a model without armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. ## 3. Inflict Damage How damage is inflicted depends of the type of the model. ### Fighters Damage is inflicted following a successful unsaved wound roll, as follows: 1. Each point of Damage caused by a weapon removes one Wound from the target. 2. When a model is reduced to 0 Wounds by Damage from an attack, immediately roll one Injury dice and apply the result to the fighter. 3. If the weapon causes additional Damage points after the last Wound has been removed, immediately roll an additional Injury dice for each and apply the result. ### Injuries Any inflicted Injury dice stacks and are applied as follows: - **Flesh Wound:** Suffer a Flesh Wound (-1T). If Toughness is reduced to 0, go Out of Action. - **Serious Injury:** Become Prone (can attempt to recover in the End phase). If this injury was inflicted in close combat, the fighter may be vulnerable to Coup de Grace. - **Out of Action:** The fighter is removed from the battlefield. :::info Lasting Injuries When playing a campaign, it is standard practice to roll for lasting injuries as soon as a fighter goes out of action. This is rolled against the [injury table](/docs/old-campaigns/lasting-injuries-and-damage#injury-tables). ::: :::note ## Damage ‘-’ Weapons Weapons with Damage characteristic of ‘-’ does not cause Damage in the usual way and will not cause a fighter to lose a Wound. Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. ::: ### Falling If a model falls 3" or more, suffer a hit based on the distance (rounded up to the nearest inch). #### Vehicles Damage is inflicted following an unsaved successful wound roll as follows: - Location roll. - Damage roll. Some hits can result in multiple dice (of a single type). This can be done in 2 separate ways (depending on the situation): - Choose one result, discard the rest (this is the default). - Apply all results. If the roll requires to choose one result and discard the rest, by default the attacker will choose the result, but some exceptions can specify that the vehicle can choose instead. If it is impossible for a certain location to be hit, simply re-roll the Location dice. Roll a number of Damage dice equal to the Damage stat of the weapon (regardless of how many Wounds the vehicle has remaining). Examples: - A Boltgun (Rapid Fire) inflicts 2 unsaved D2 hits. Each hit results in a roll consisting of: - 1 Location dice. - 2 Damage dice (attacker chooses 1 to resolve and discards the other). - A close combat attack inflicts 2 unsaved D2 hits. Each hit results in a roll consisting of: - 2 Location dice because close combat grants +1 Location dice (attacker chooses 1 to resolve and discards the other). - 2 Damage dice (attacker chooses 1 to resolve and discards the other) ## Out of Action ### Fighters After going Out of Action (for any reason), suffer a Lasting Injury roll. ### Vehicles (Wrecked) Vehicles are wrecked (Out of Action) in any of the following situations: - Reduced to 0 Wounds. - Rolling over (from Losing Control). The vehicle is treated as a flimsy structure (terrain) for the rest of the battle. The vehicle and crew suffer 2 separate rolls (one of each): - Crew: Crew Lasting Injury roll (only 1 roll regardless of how many crew members the vehicle has). - Vehicle: Lasting Damage roll (suffer 2 rolls if reduced to 0 Wounds and rolling over at the same time). #### Claiming Scrap After the battle, if only one gang remained on the battlefield, gain D3x10 credits per wrecked enemy vehicle (the vehicles are then reclaimed by their owners). #### Thrown Clear Any fighters aboard a wrecked vehicle are Thrown Clear: - Placed within 2". - Pass an Initiative test or suffer the following: - Become Pinned. - Suffer a hit as if Falling. - If the vehicle was Mobile when wrecked, increase Strength, AP and Damage by 1 ## Nerve Tests Models must take a Nerve test when a friendly model is damaged: - Fighter: Seriously Injured or Out of Action. - Vehicle: Out of Action. | Modal (taking Nerve Test) | Friendly Model (injured) | Within range: | | ------------------------- | ------------------------ | ------------- | | Fighter | Fighter | 3" | | Fighter | Vehicle | 6" | | Vehicle | Fighter | Ignore | | Vehicle | Vehicle | 6" | All models must test regardless of Status and Secondary Status (unless immune to Nerve tests). :::note No Nerve test is required when a Juve (Specialist) is taken Out of Action, except for other Juve (Specialists). ::: Nerve test: - Cool test. - +1 modifiers per friendly model of the same type (fighter / vehicle) within the following ranges: - Fighter: Other friendly fighters within 3" (not Broken or Seriously Injured). - Vehicle: Other friendly vehicles within 6". If failed, the model becomes Broken. ### Broken When becoming Broken (or activating while Broken), immediately lose any Ready marker and activate (even if already activated this round) as follows: - Fighter: Running for Cover (Double). - Vehicle: - Mobile: Break For Air (Double) action. - Stationary: Burn Out (Double) action. Broken models can attempt to rally in the End phase. If Engaged, Broken fighters suffer a -2 modifier to Reaction attacks. ### Fighter: Running for Cover (Double) - Active: Move 2D6”. - Prone (Pinned or Seriously Injured): Half Move. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy models. 2. Out of line of sight of enemy models. 3. In partial or full cover. 4. As far away from any enemy fighters as possible. If Engaged when activated, use same rules as when Retreating: 1. Make an Initiative test. If failed, the action ends. 2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter. 3. If still standing, move 2D6", or half Movement if Seriously Injured when trying to Retreat. ### Mobile Vehicle: Break for Air (Double) Move 3D6" with any number of pivots. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy models. 2. Out of line of sight of enemy models. 3. In partial or full cover. 4. As far away from any enemy models as possible. ### Stationary Vehicle: Burn Out (Double) - Place D3 Smoke Blasts (5") anywhere within 1". - -1 modifier to the Restart test (in end phase) per Smoke marker
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# Resolve Hits :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When a model is hit by an attack, follow these steps: 1. Wound roll 2. Save roll 3. Inflict Damage ## 1. Wound Roll Roll a D6 and compare the weapon’s Strength with the target’s Toughness on the table below. | Strength vs Toughness | D6 | | ------------------------- | --- | | Strength >= 2 x Toughness | 2+ | | Strength > Toughness | 3+ | | Strength = Toughness | 4+ | | Strength < Toughness | 5+ | | Strength <= ½ x Toughness | 6+ | Vehicles: Every hit must be resolved against a facing (source of the attack) to determine the Toughness. If in doubt, use the highest Toughness. ## 2. Save Roll If the hit results in a successful wound roll, or leads to an Injury roll being made against the model for any reason, the model may be able to make a save roll. Only one save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made. Armour saves are made either: - After the Wound roll but before the model suffers the Wound. If successful, the Wound is ‘saved’ and ignored. - If the attack has a Damage ‘-’ characteristic and causes an Injury/Damage dice to be rolled against the model for any reason, a save roll is made before any Injury dice are rolled. Note that some weapon traits ignore save rolls. In such cases no save roll can be made (regardless of any modifiers). #### Armour Penetration If the AP characteristic is greater than the save roll granted by the model's armour, the save roll is cancelled. #### Positive Save Modifiers If a model's save would be improved, the positive modifier is added to any normal save roll (some armour are however unmodifiable). If a model without armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. ## 3. Inflict Damage How damage is inflicted depends of the type of the model. ### Fighters Damage is inflicted following a successful unsaved wound roll, as follows: 1. Each point of Damage caused by a weapon removes one Wound from the target. 2. When a model is reduced to 0 Wounds by Damage from an attack, immediately roll one Injury dice and apply the result to the fighter. 3. If the weapon causes additional Damage points after the last Wound has been removed, immediately roll an additional Injury dice for each and apply the result. ### Injuries Any inflicted Injury dice stacks and are applied as follows: - **Flesh Wound:** Suffer a Flesh Wound (-1T). If Toughness is reduced to 0, go Out of Action. - **Serious Injury:** Become Prone (can attempt to recover in the End phase). If this injury was inflicted in close combat, the fighter may be vulnerable to Coup de Grace. - **Out of Action:** The fighter is removed from the battlefield. :::info Lasting Injuries When playing a campaign, it is standard practice to roll for lasting injuries as soon as a fighter goes out of action. This is rolled against the [injury table](/docs/old-campaigns/lasting-injuries-and-damage#injury-tables). ::: :::note ## Damage ‘-’ Weapons Weapons with Damage characteristic of ‘-’ does not cause Damage in the usual way and will not cause a fighter to lose a Wound. Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. ::: ### Falling If a model falls 3" or more, suffer a hit based on the distance (rounded up to the nearest inch). #### Vehicles Damage is inflicted following an unsaved successful wound roll as follows: - Location roll. - Damage roll. Some hits can result in multiple dice (of a single type). This can be done in 2 separate ways (depending on the situation): - Choose one result, discard the rest (this is the default). - Apply all results. If the roll requires to choose one result and discard the rest, by default the attacker will choose the result, but some exceptions can specify that the vehicle can choose instead. If it is impossible for a certain location to be hit, simply re-roll the Location dice. Roll a number of Damage dice equal to the Damage stat of the weapon (regardless of how many Wounds the vehicle has remaining). Examples: - A Boltgun (Rapid Fire) inflicts 2 unsaved D2 hits. Each hit results in a roll consisting of: - 1 Location dice. - 2 Damage dice (attacker chooses 1 to resolve and discards the other). - A close combat attack inflicts 2 unsaved D2 hits. Each hit results in a roll consisting of: - 2 Location dice because close combat grants +1 Location dice (attacker chooses 1 to resolve and discards the other). - 2 Damage dice (attacker chooses 1 to resolve and discards the other) ## Out of Action ### Fighters After going Out of Action (for any reason), suffer a Lasting Injury roll. ### Vehicles (Wrecked) Vehicles are wrecked (Out of Action) in any of the following situations: - Reduced to 0 Wounds. - Rolling over (from Losing Control). The vehicle is treated as a flimsy structure (terrain) for the rest of the battle. The vehicle and crew suffer 2 separate rolls (one of each): - Crew: Crew Lasting Injury roll (only 1 roll regardless of how many crew members the vehicle has). - Vehicle: Lasting Damage roll (suffer 2 rolls if reduced to 0 Wounds and rolling over at the same time). #### Claiming Scrap After the battle, if only one gang remained on the battlefield, gain D3x10 credits per wrecked enemy vehicle (the vehicles are then reclaimed by their owners). #### Thrown Clear Any fighters aboard a wrecked vehicle are Thrown Clear: - Placed within 2". - Pass an Initiative test or suffer the following: - Become Pinned. - Suffer a hit as if Falling. - If the vehicle was Mobile when wrecked, increase Strength, AP and Damage by 1 ## Nerve Tests Models must take a Nerve test when a friendly model is damaged: - Fighter: Seriously Injured or Out of Action. - Vehicle: Out of Action. | Modal (taking Nerve Test) | Friendly Model (injured) | Within range: | | ------------------------- | ------------------------ | ------------- | | Fighter | Fighter | 3" | | Fighter | Vehicle | 6" | | Vehicle | Fighter | Ignore | | Vehicle | Vehicle | 6" | All models must test regardless of Status and Secondary Status (unless immune to Nerve tests). :::note No Nerve test is required when a Juve (Specialist) is taken Out of Action, except for other Juve (Specialists). ::: Nerve test: - Cool test. - +1 modifiers per friendly model of the same type (fighter / vehicle) within the following ranges: - Fighter: Other friendly fighters within 3" (not Broken or Seriously Injured). - Vehicle: Other friendly vehicles within 6". If failed, the model becomes Broken. ### Broken When becoming Broken (or activating while Broken), immediately lose any Ready marker and activate (even if already activated this round) as follows: - Fighter: Running for Cover (Double). - Vehicle: - Mobile: Break For Air (Double) action. - Stationary: Burn Out (Double) action. Broken models can attempt to rally in the End phase. If Engaged, Broken fighters suffer a -2 modifier to Reaction attacks. ### Fighter: Running for Cover (Double) - Active: Move 2D6”. - Prone (Pinned or Seriously Injured): Half Move. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy models. 2. Out of line of sight of enemy models. 3. In partial or full cover. 4. As far away from any enemy fighters as possible. If Engaged when activated, use same rules as when Retreating: 1. Make an Initiative test. If failed, the action ends. 2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter. 3. If still standing, move 2D6", or half Movement if Seriously Injured when trying to Retreat. ### Mobile Vehicle: Break for Air (Double) Move 3D6" with any number of pivots. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy models. 2. Out of line of sight of enemy models. 3. In partial or full cover. 4. As far away from any enemy models as possible. ### Stationary Vehicle: Burn Out (Double) - Place D3 Smoke Blasts (5") anywhere within 1". - -1 modifier to the Restart test (in end phase) per Smoke marker
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# Priority Phase :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The Priority phase has two steps, first roll-off for Priority, then fighters are Readied. ## Roll for Priority Roll-off to determine who has Priority. In the case of a tie, the gang with Priority in the previous round passes it to the opponent (re-roll ties the first round, when neither gang has had Priority). In multi-player battles, let dice score determine the order and re-roll any ties. ## Ready Fighters Each fighter is then Readied, regardless of Status, Secondary Status or any other Conditions. Once a fighter has been activated, they are no longer Ready. Normally a fighter that is no longer Ready may not activate again, but note that there are some instances in which a fighter may activate again.
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# Priority Phase :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The Priority phase has two steps, first roll-off for Priority, then fighters are Readied. ## Roll for Priority Roll-off to determine who has Priority. In the case of a tie, the gang with Priority in the previous round passes it to the opponent (re-roll ties the first round, when neither gang has had Priority). In multi-player battles, let dice score determine the order and re-roll any ties. ## Ready Fighters Each fighter is then Readied, regardless of Status, Secondary Status or any other Conditions. Once a fighter has been activated, they are no longer Ready. Normally a fighter that is no longer Ready may not activate again, but note that there are some instances in which a fighter may activate again.
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# Ash Wastes Special Rules > You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. _As dangerous as the depths of the underhive can be, any hiver will tell you they are preferable to braving the wastes. Forgetting for a moment that there is no ceiling out there, it is an environment that can change as swiftly as the direction of the wind; one minute, yellow rolling skies promising safe(ish) travel, and the next, ash storms strong enough to hurl a dune crawler a hundred metres into the air. To live, fight and die in the wastes means doing so under a blanket of ever- changing ashen clouds and on ground that could open up and swallow you at any moment. Nonetheless, the wastes still draw countless gangs and guilders with the promise of wealth and lost tech._ _Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: **Region** and **Season**._ _Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes._ _Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons._ ## Battlefield Conditions After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played. - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the Region and Season tables. - Gangs can agree to choose specific effects to use. If players want a more reliable outcomes they can either choose Region and Season and their effects or roll to determine Region and Season, then count the specific affect as if rolling a 6-8. ## Battlefield Surface The battlefield surface is the ground level of the battlefield. Any changes to the surface do not apply to: - Terrain. - Elevated areas. - Roads. ## Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to the other. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. Recommendations: - 1+ roads, 6"-8" wide, running from one battlefield edge to another. ## Visibility (X") _In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements._ - Models cannot be targeted outside X" (includes charges). - All weapons use Long Range accuracy (regardless of actual distance). - Affects where terrain can be placed when coming into view (Rolling Roads). - Any effect that ignores or modifies Pitch Black also affects Visibility. There are two ways to determine the Regions and Season: a simplified - and more predictable - version, from Book of the Outlands, and a more advanced - and lethal - version from the Ash Wastes rulebook. To use the simplified version, simply roll a D3 on the simplified tables, and for the advanced, roll a D3 and then 2D6 on the advanced tables. Players and Arbitrators should feel free to use whichever set of rules they prefer. ## Regions _The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant or those who have never seen them believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamondhard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes._ Regions affect the battlefield surface which in turn will affect fighters on the battlefield surface. The resource at stake will determine the Region, otherwise randomize (D3): 1. Near Wastes. 1. Deep Wastes. 1. Wild Wastes. ### Simplified Regions Table | D3 | Region | Effect | | --- | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Near Wastes | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 2 | Deep Wastes | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" upon the Battlefield Surface during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 3 | Wild Wastes | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | ### Regions Tables (Advanced) #### 1. Near Wastes | 2D6 | Condition | Effect | | ---- | :------------- | :------------------------------------------------------------------------------------------ | | 2 | Sand Traps: | Fighters: Horrors in the Dark. Vehicles: Difficult terrain. | | 3-5 | Broken Ground: | Vehicles: Difficult terrain. | | 6-8 | Open Ground: | Open terrain. | | 9-11 | Rocky Fields: | Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain. | | 12 | Sunken Ruins: | Dangerous & difficult terrain. | #### 2. Deep Wastes | 2D6 | Condition | Effect | | ---- | :-------------- | :----------------------------------------------------------------------------------------------------------------------------------- | | 2 | Ancient Roads: | Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads). | | 3-5 | Shifting Dunes: | Difficult terrain. Models suffer a Wound if not moving (during the activation). | | 6-8 | Rolling Ash: | Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the Alarm (Sneak Attack: Sentries). | | 9-11 | High Dunes: | If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the following hit: S4 Blast (5"). | | 12 | Burning Wastes: | When shooting a weapon, roll a 2+ or suffer Blaze. | #### 3. Wild Wastes | 2D6 | Condition | Effect | | ---- | :------------ | :----------------------------------------------------------------------------------------------------------------- | | 2 | Acid Plains: | Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit. | | 3-5 | Toxic River: | Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain. | | 6-8 | Dead Seabed: | Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield. | | 9-11 | Crystal Maze: | If moving more than 6", pass an Intelligence test or suffer Insanity. | | 12 | Sea of Glass: | +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next activation. | ## Seasons _On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes._ The season depends on the phase & cycle of your campaign, otherwise randomize with a D3. ### 1. Season of Flame. _As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long._ #### 2. Season of Ash. _When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover._ #### 3. Changing Seasons. _Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range from rust storms filling the air with the fragmented remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash._ ### Simplified Seasons | D3 | Season | | | --- | :------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Flame | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. | | 2 | Ash | **Ash Clouds:** Thick ash clouds press down upon the battlefield, meaning the Visibility (12") rule is in effect. | | 3 | Changing | **Wild Weather:** The weather is wild and unpredictable, with dust clouds rolling in with no warning. The Visibility (X") rule is in effect; to determine the value of X, at the start of each round before rolling for Initiative, roll a D3 and multiply the result by 6 (giving a result of either 6, 12 or 18"). | ### Seasons Tables (Advanced) #### 1. Season of Flame | 2D6 | Weather | | | ---- | :-------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | Thermal Thunder: | Visibility (18"). When activating, roll a 2+ or suffer a S5 hit. | | 3-5 | Soaring Temperatures: | Visibility (24"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Yellow Skies: | - | | 9-11 | Boiling Wind: | Visibility (24"). Fighters with armour save 6+ or worse suffer a S4 hit after the activation. | | 12 | Firestorm: | Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze (normally 4+ to catch fire). | #### 2. Season of Ash | 2D6 | Weather | | | ---- | :------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | Ash Cyclone: | Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end touched by the Blast becomes Pinned. | | 3-5 | Choking Gloom: | Visibility (12"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Ash Clouds: | Visibility (18"). | | 9-11 | Caustic Winds: | Visibility (12"). All hits improve AP by 1. | | 12 | Great Storm: | Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the movement. Movement away from that edge is halved. In each End phase, all models are moved D6" directly away from the edge (roll separately per model). | #### 3. Changing Seasons | 2D6 | Weather | | | | ---- | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | | 2 | Rust Storm: | Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or become Pinned. | | 3-5 | Perpetual Dark: | Pitch Black. | | 6-8 | Blinding Rays: | Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or suffer Flash:<ul><li>If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).</li><li>Reaction attacks only hit on 6+ (before modifiers).</li><li>No other attacks can be made until the next activation.</li></ul> | | 9-11 | A Year in a Day: | Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round: <ul><li>Season of Flame (D6). </li><li>Season of Ash (D6).</li></ul> | | 12 | Rad Storm: | At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or enclosed structure suffer a Flesh Wound. | ## Rolling Roads _Often, 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._ Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides _Roads across the ash wastes take many different forms, form deep valleys, to wide open ash flats, to precarious bridges going over deep crevasses._ Battlefield sides can have the following special rules: - **Impassable Sides:** Models cannot voluntarily move off the sides. If a vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/rules/movement#colliding-with-terrain). - **Cliff Sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash 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 modifiers until it is activated again. #### Rolling Road Phase At the start of each End phase, the Rolling Road phase happens. Resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary/Stalled: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with a Move characteristic of at least 7" can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Any available and suitable terrain piece can be placed. - If no Visibility limit, terrain must be placed touching the Leading Edge. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - At least 3" from any model or terrain. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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2024-06-13 20:34:24.508078
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# Ash Wastes Special Rules > You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. _As dangerous as the depths of the underhive can be, any hiver will tell you they are preferable to braving the wastes. Forgetting for a moment that there is no ceiling out there, it is an environment that can change as swiftly as the direction of the wind; one minute, yellow rolling skies promising safe(ish) travel, and the next, ash storms strong enough to hurl a dune crawler a hundred metres into the air. To live, fight and die in the wastes means doing so under a blanket of ever- changing ashen clouds and on ground that could open up and swallow you at any moment. Nonetheless, the wastes still draw countless gangs and guilders with the promise of wealth and lost tech._ _Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: **Region** and **Season**._ _Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes._ _Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons._ ## Battlefield Conditions After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played. - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the Region and Season tables. - Gangs can agree to choose specific effects to use. If players want a more reliable outcomes they can either choose Region and Season and their effects or roll to determine Region and Season, then count the specific affect as if rolling a 6-8. ## Battlefield Surface The battlefield surface is the ground level of the battlefield. Any changes to the surface do not apply to: - Terrain. - Elevated areas. - Roads. ## Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to the other. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. Recommendations: - 1+ roads, 6"-8" wide, running from one battlefield edge to another. ## Visibility (X") _In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements._ - Models cannot be targeted outside X" (includes charges). - All weapons use Long Range accuracy (regardless of actual distance). - Affects where terrain can be placed when coming into view (Rolling Roads). - Any effect that ignores or modifies Pitch Black also affects Visibility. There are two ways to determine the Regions and Season: a simplified - and more predictable - version, from Book of the Outlands, and a more advanced - and lethal - version from the Ash Wastes rulebook. To use the simplified version, simply roll a D3 on the simplified tables, and for the advanced, roll a D3 and then 2D6 on the advanced tables. Players and Arbitrators should feel free to use whichever set of rules they prefer. ## Regions _The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant or those who have never seen them believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamondhard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes._ Regions affect the battlefield surface which in turn will affect fighters on the battlefield surface. The resource at stake will determine the Region, otherwise randomize (D3): 1. Near Wastes. 1. Deep Wastes. 1. Wild Wastes. ### Simplified Regions Table | D3 | Region | Effect | | --- | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Near Wastes | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 2 | Deep Wastes | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" upon the Battlefield Surface during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 3 | Wild Wastes | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | ### Regions Tables (Advanced) #### 1. Near Wastes | 2D6 | Condition | Effect | | ---- | :------------- | :------------------------------------------------------------------------------------------ | | 2 | Sand Traps: | Fighters: Horrors in the Dark. Vehicles: Difficult terrain. | | 3-5 | Broken Ground: | Vehicles: Difficult terrain. | | 6-8 | Open Ground: | Open terrain. | | 9-11 | Rocky Fields: | Fighters: Partial cover if not moving (during the activation). Vehicles: Difficult terrain. | | 12 | Sunken Ruins: | Dangerous & difficult terrain. | #### 2. Deep Wastes | 2D6 | Condition | Effect | | ---- | :-------------- | :----------------------------------------------------------------------------------------------------------------------------------- | | 2 | Ancient Roads: | Open terrain. Vehicles (Wheeled & Tracked): +2 move (on roads). | | 3-5 | Shifting Dunes: | Difficult terrain. Models suffer a Wound if not moving (during the activation). | | 6-8 | Rolling Ash: | Open terrain. Partial cover if moving more than 6" (during the activation). This will also Raise the Alarm (Sneak Attack: Sentries). | | 9-11 | High Dunes: | If moving more than 6" or shooting any weapons with S5+, after the activation, roll a 4+ or suffer the following hit: S4 Blast (5"). | | 12 | Burning Wastes: | When shooting a weapon, roll a 2+ or suffer Blaze. | #### 3. Wild Wastes | 2D6 | Condition | Effect | | ---- | :------------ | :----------------------------------------------------------------------------------------------------------------- | | 2 | Acid Plains: | Fighters (not Mounted): If ending an activation on the surface, suffer a S3 hit. | | 3-5 | Toxic River: | Dangerous & difficult terrain. Models with T5+ suffer -1 to Initiative tests for dangerous terrain. | | 6-8 | Dead Seabed: | Dangerous & difficult terrain. Place 1 Beast's Lair on the battlefield. | | 9-11 | Crystal Maze: | If moving more than 6", pass an Intelligence test or suffer Insanity. | | 12 | Sea of Glass: | +1S & +1D to Blasts. Vehicles: If moving more than 6", move 3" straight ahead at the start of the next activation. | ## Seasons _On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes._ The season depends on the phase & cycle of your campaign, otherwise randomize with a D3. ### 1. Season of Flame. _As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long._ #### 2. Season of Ash. _When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover._ #### 3. Changing Seasons. _Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range from rust storms filling the air with the fragmented remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash._ ### Simplified Seasons | D3 | Season | | | --- | :------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Flame | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. | | 2 | Ash | **Ash Clouds:** Thick ash clouds press down upon the battlefield, meaning the Visibility (12") rule is in effect. | | 3 | Changing | **Wild Weather:** The weather is wild and unpredictable, with dust clouds rolling in with no warning. The Visibility (X") rule is in effect; to determine the value of X, at the start of each round before rolling for Initiative, roll a D3 and multiply the result by 6 (giving a result of either 6, 12 or 18"). | ### Seasons Tables (Advanced) #### 1. Season of Flame | 2D6 | Weather | | | ---- | :-------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | Thermal Thunder: | Visibility (18"). When activating, roll a 2+ or suffer a S5 hit. | | 3-5 | Soaring Temperatures: | Visibility (24"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Yellow Skies: | - | | 9-11 | Boiling Wind: | Visibility (24"). Fighters with armour save 6+ or worse suffer a S4 hit after the activation. | | 12 | Firestorm: | Visibility (18"). At the start of each round, each gang places 2 Blast (3") anywhere on the surface, then scatter 3D6". Models that start, end or enter the blasts must test against Blaze (normally 4+ to catch fire). | #### 2. Season of Ash | 2D6 | Weather | | | ---- | :------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | Ash Cyclone: | Visibility (9"). The Cyclone is a Blast (24") that starts in the centre of the battlefield and in each end phase scatters 3D6" (stopping if contacting a battlefield edge). Fighters that start or end touched by the Blast becomes Pinned. | | 3-5 | Choking Gloom: | Visibility (12"). Fighters without respirators must spend a Basic action to Move. | | 6-8 | Ash Clouds: | Visibility (18"). | | 9-11 | Caustic Winds: | Visibility (12"). All hits improve AP by 1. | | 12 | Great Storm: | Pitch Black. Randomize a battlefield edge. When moving towards that edge, double the movement. Movement away from that edge is halved. In each End phase, all models are moved D6" directly away from the edge (roll separately per model). | #### 3. Changing Seasons | 2D6 | Weather | | | | ---- | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | | 2 | Rust Storm: | Visibility (18"). Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or become Pinned. | | 3-5 | Perpetual Dark: | Pitch Black. | | 6-8 | Blinding Rays: | Fighters ending an activation outside a vehicle or terrain that offers protection against the sky must pass an Initiative test or suffer Flash:<ul><li>If Ready, lose Ready (if not, do not become Ready at the start of the next next Round).</li><li>Reaction attacks only hit on 6+ (before modifiers).</li><li>No other attacks can be made until the next activation.</li></ul> | | 9-11 | A Year in a Day: | Randomize an effect at the start of each round (roll a D2), the effect remains for 1 round: <ul><li>Season of Flame (D6). </li><li>Season of Ash (D6).</li></ul> | | 12 | Rad Storm: | At the start of each End phase (before making Bottle tests), all fighters not in a vehicle or enclosed structure suffer a Flesh Wound. | ## Rolling Roads _Often, 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._ Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides _Roads across the ash wastes take many different forms, form deep valleys, to wide open ash flats, to precarious bridges going over deep crevasses._ Battlefield sides can have the following special rules: - **Impassable Sides:** Models cannot voluntarily move off the sides. If a vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/rules/movement#colliding-with-terrain). - **Cliff Sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash 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 modifiers until it is activated again. #### Rolling Road Phase At the start of each End phase, the Rolling Road phase happens. Resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary/Stalled: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with a Move characteristic of at least 7" can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Any available and suitable terrain piece can be placed. - If no Visibility limit, terrain must be placed touching the Leading Edge. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - At least 3" from any model or terrain. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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# Outlander Campaign _For those in the upper reaches of the hive, the unfortunates of the underhive are all the same, and everywhere below the Nexus is an equally dismal ruin of despair and chaos. The truth, as always, is more complex. Beyond the settlements like Dust Falls, Two Tunnels or Sump City are the badzones. These are areas of underhive wilderness where travellers do well not to tarry. But they are not the most desperate places in the underhive by a good measure, for beyond the badzones, in those places where civilisation has truly abandoned Humanity, can be found the outlands._ ## How The Campaign Works The Necromunda: Outlander Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to live in the outlands and the lengths a gang must go to if it hopes to survive. In the Outlander Campaign, players must try to create a functioning settlement from the ruins they find themselves in, attracting new settlers and green hivers, while at the same time denying resources to their rivals. As the campaign progresses, the gangs lay their stake to these remote reaches of the underhive and the area reaches a tipping point – either it will take its place among the power structures of the towns and settlements of the hive, or be wiped from existence beneath the boot of Lord Helmawr. ## Structures Structures are the resources in an Outlander campaign. The settlement is a collection of Structures. All Structures have a cost in Materials and some have additional requirements that must be met. Some Structures also provide Materials. There are 3 types: - Power. - Sustenance. - Salvage. Structures provide 1 or 2 types of benefits: - Materials: Collected once per cycle. - Other: Always active. Materials can also be gained from scenario rewards. If the requirements for a Structure is no longer met, the missing requirement must either be obtained or lose the Structure. Gangs can build additional Structures in the post-battle sequence (after receiving rewards). ## List of Structures ### Supply Structures | Structure | Benefits | Build Costs/Requirements | | :----------------------- | :--------------------- | :----------------------------------------------------- | | Isotopic Fuel Rod | +10 Power. | 15 Sustenance. | | Water Still | +10 Sustenance. | 15 Power. | | Critter Farm | +15 Sustenance. | 5 Sustenance, Critters (Defence). | | Fungi Farm | +20 Sustenance. | 20 Power, 10 Salvage. | | Gunk Tank | +5 Power & Sustenance. | 5 Power, 5 Sustenance, 5 Salvage. | | Scrap Market | +10 any Material. | 5 Power, 5 Sustenance, 5 Salvage, Scrap Mine (Supply). | | Scrap Mine | +10 Salvage. | 10 Power, 5 Sustenance. | | Scrap Reprocessing Plant | +20 Salvage. | 10 Power, 20 Sustenance, Habs (Building). | ### Building Structures | Structure | Benefits | Build Costs/Requirements | | :--------------- | :------------------------------------------------------ | :---------------------------------------------------- | | Black Market | +2 modifier to Legality (Black Market). | 5 Power, 10 Salvage, Scrap Market (Supply). | | Bullet Hall | 1 Hired Gun. | 15 Sustenance, 10 Salvage, Drinking Hall (Building). | | Corpse Yard | +1 Supply Structure limit. | 5 Power, 10 Sustenance, 10 Salvage. | | Doc Clinic | Up to 3 fighters recover after each battle. | 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc. | | Drinking Hole | 50% discount for Hired Guns & Hangers-on (rounding up). | 10 Power, 20 Sustenance, 20 Salvage, Habs (Building). | | Gaol | +3 to Capture rolls (for enemy fighters). | 5 Power, 5 Salvage. | | Habs | +1 Building Structure limit. | 10 Power, 20 Sustenance, 10 Salvage. | | Underhive Shrine | Always apply Home Turf Advantage. | 10 Power, 5 Sustenance, 5 Salvage. | | Vault | Immune to Settlement Raid. | 10 Power, 10 Salvage, Walls & Gates (Defence) | | Workshop | 50% discount for Defence Structures (rounding up). | 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack. | ### Defence Structures | Structure | Benefits | Build Costs/Requirements | | :------------ | :------------------------------------------------------------ | :--------------------------------------------- | | Chasm | 6"x12" area of impassable terrain (placed by the defender). | 30 Salvage. | | Critters | Attacker suffers Horrors in the Dark. | 30 Sustenance, 10 Salvage, Fungi Farm (Supply) | | Minefields | Defender: 3 booby traps (min 6" from enemy deployment zone). | 10 Power, 10 Salvage. | | Outpost | +2/-2 when rolling for a scenario. | 5 Power, 10 Salvage. | | Walls & Gates | Defender: Place walls around the friendly deployment zone. | 50 Salvage. | | Watchtower | Defender: Place a Watchtower in the friendly deployment zone. | 20 Salvage. | ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes A player must select a starting location for their settlement from the list below. This settlement starts with two resources: an Isotopic Fuel Rod and A Water Still. These provide resources at the start of the campaign which can be spend before the first battle. ### Locations Each gang must choose a location for the gang's settlement. These will limit the capacity of the settlements for different types of Structures (between 1-6). | Location | Defence<br />(max Defence Structures) | Resources<br />(max Supply Structures) | Toxicity<br />(max Building Structures) | | :--------------- | ------------------------------------- | -------------------------------------- | --------------------------------------- | | Factorum Run-off | 3 | 6 | 3 | | Boneyard | 4 | 4 | 4 | | Ghost Town | 2 | 5 | 5 | | The Depths | 6 | 3 | 3 | | Edge of the Hive | 5 | 5 | 2 | ## Phases ### Phase 1: Development - Gain double the amount of Materials from scenario rewards. - The following scenarios can't be used: Settlement Raid, Market Mayhem, Stealth Attack. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) 5. [Settlement Maintenance](#settlement-maintenance) #### Settlement Maintenance Gangs can scrap up to three settlement Structures (removing them and their Benefits from the Settlement Roster sheet), gaining half the Materials used to build them back and then immediately build three new Structures (provided they meet their requirements). Note that a gang cannot scrap a Structure that is a prerequisite for another Structure they own. ## Phase 3: Expansion All scenarios can be used. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | -------------------- | ------------------------------------------------------------------------------------ | | Lord of the Badzones | Most Structures | | Outland Raider | Won the most scenarios as attacker (Settlement Raid, Stealth Attack, Market Mayhem). | | Outland Defender | Won the most scenarios as defender (Settlement Raid, Stealth Attack, Market Mayhem). | | Scavenger | Won the most scenarios (Gunk Tank, Mining Expedition, Big Score). | | Master of Coin | Largest Wealth | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ------ | | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ------ | | 2-3 | The player with the greater number of Structures chooses which scenario to play. If both players have the same number of Structures, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | | 4-5 | Play the [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank) (Development phase) or the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) (Expansion phase) scenario. | | 6-7 | Play the [Mining Expedition](/docs/scenarios/scenario-list/mining-expedition) (Development phase) or the [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) (Expansion phase) scenario. | | 8-9 | Play the [Big Score](/docs/scenarios/scenario-list/the-big-score) (Development phase) or the [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) (Expansion phase) scenario. | | 10-12 | The player with fewer Structures choose swhich scenario to play. If both players have the same number of Structures, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender.
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# Outlander Campaign _For those in the upper reaches of the hive, the unfortunates of the underhive are all the same, and everywhere below the Nexus is an equally dismal ruin of despair and chaos. The truth, as always, is more complex. Beyond the settlements like Dust Falls, Two Tunnels or Sump City are the badzones. These are areas of underhive wilderness where travellers do well not to tarry. But they are not the most desperate places in the underhive by a good measure, for beyond the badzones, in those places where civilisation has truly abandoned Humanity, can be found the outlands._ ## How The Campaign Works The Necromunda: Outlander Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to live in the outlands and the lengths a gang must go to if it hopes to survive. In the Outlander Campaign, players must try to create a functioning settlement from the ruins they find themselves in, attracting new settlers and green hivers, while at the same time denying resources to their rivals. As the campaign progresses, the gangs lay their stake to these remote reaches of the underhive and the area reaches a tipping point – either it will take its place among the power structures of the towns and settlements of the hive, or be wiped from existence beneath the boot of Lord Helmawr. ## Structures Structures are the resources in an Outlander campaign. The settlement is a collection of Structures. All Structures have a cost in Materials and some have additional requirements that must be met. Some Structures also provide Materials. There are 3 types: - Power. - Sustenance. - Salvage. Structures provide 1 or 2 types of benefits: - Materials: Collected once per cycle. - Other: Always active. Materials can also be gained from scenario rewards. If the requirements for a Structure is no longer met, the missing requirement must either be obtained or lose the Structure. Gangs can build additional Structures in the post-battle sequence (after receiving rewards). ## List of Structures ### Supply Structures | Structure | Benefits | Build Costs/Requirements | | :----------------------- | :--------------------- | :----------------------------------------------------- | | Isotopic Fuel Rod | +10 Power. | 15 Sustenance. | | Water Still | +10 Sustenance. | 15 Power. | | Critter Farm | +15 Sustenance. | 5 Sustenance, Critters (Defence). | | Fungi Farm | +20 Sustenance. | 20 Power, 10 Salvage. | | Gunk Tank | +5 Power & Sustenance. | 5 Power, 5 Sustenance, 5 Salvage. | | Scrap Market | +10 any Material. | 5 Power, 5 Sustenance, 5 Salvage, Scrap Mine (Supply). | | Scrap Mine | +10 Salvage. | 10 Power, 5 Sustenance. | | Scrap Reprocessing Plant | +20 Salvage. | 10 Power, 20 Sustenance, Habs (Building). | ### Building Structures | Structure | Benefits | Build Costs/Requirements | | :--------------- | :------------------------------------------------------ | :---------------------------------------------------- | | Black Market | +2 modifier to Legality (Black Market). | 5 Power, 10 Salvage, Scrap Market (Supply). | | Bullet Hall | 1 Hired Gun. | 15 Sustenance, 10 Salvage, Drinking Hall (Building). | | Corpse Yard | +1 Supply Structure limit. | 5 Power, 10 Sustenance, 10 Salvage. | | Doc Clinic | Up to 3 fighters recover after each battle. | 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc. | | Drinking Hole | 50% discount for Hired Guns & Hangers-on (rounding up). | 10 Power, 20 Sustenance, 20 Salvage, Habs (Building). | | Gaol | +3 to Capture rolls (for enemy fighters). | 5 Power, 5 Salvage. | | Habs | +1 Building Structure limit. | 10 Power, 20 Sustenance, 10 Salvage. | | Underhive Shrine | Always apply Home Turf Advantage. | 10 Power, 5 Sustenance, 5 Salvage. | | Vault | Immune to Settlement Raid. | 10 Power, 10 Salvage, Walls & Gates (Defence) | | Workshop | 50% discount for Defence Structures (rounding up). | 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack. | ### Defence Structures | Structure | Benefits | Build Costs/Requirements | | :------------ | :------------------------------------------------------------ | :--------------------------------------------- | | Chasm | 6"x12" area of impassable terrain (placed by the defender). | 30 Salvage. | | Critters | Attacker suffers Horrors in the Dark. | 30 Sustenance, 10 Salvage, Fungi Farm (Supply) | | Minefields | Defender: 3 booby traps (min 6" from enemy deployment zone). | 10 Power, 10 Salvage. | | Outpost | +2/-2 when rolling for a scenario. | 5 Power, 10 Salvage. | | Walls & Gates | Defender: Place walls around the friendly deployment zone. | 50 Salvage. | | Watchtower | Defender: Place a Watchtower in the friendly deployment zone. | 20 Salvage. | ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes A player must select a starting location for their settlement from the list below. This settlement starts with two resources: an Isotopic Fuel Rod and A Water Still. These provide resources at the start of the campaign which can be spend before the first battle. ### Locations Each gang must choose a location for the gang's settlement. These will limit the capacity of the settlements for different types of Structures (between 1-6). | Location | Defence<br />(max Defence Structures) | Resources<br />(max Supply Structures) | Toxicity<br />(max Building Structures) | | :--------------- | ------------------------------------- | -------------------------------------- | --------------------------------------- | | Factorum Run-off | 3 | 6 | 3 | | Boneyard | 4 | 4 | 4 | | Ghost Town | 2 | 5 | 5 | | The Depths | 6 | 3 | 3 | | Edge of the Hive | 5 | 5 | 2 | ## Phases ### Phase 1: Development - Gain double the amount of Materials from scenario rewards. - The following scenarios can't be used: Settlement Raid, Market Mayhem, Stealth Attack. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) 5. [Settlement Maintenance](#settlement-maintenance) #### Settlement Maintenance Gangs can scrap up to three settlement Structures (removing them and their Benefits from the Settlement Roster sheet), gaining half the Materials used to build them back and then immediately build three new Structures (provided they meet their requirements). Note that a gang cannot scrap a Structure that is a prerequisite for another Structure they own. ## Phase 3: Expansion All scenarios can be used. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | -------------------- | ------------------------------------------------------------------------------------ | | Lord of the Badzones | Most Structures | | Outland Raider | Won the most scenarios as attacker (Settlement Raid, Stealth Attack, Market Mayhem). | | Outland Defender | Won the most scenarios as defender (Settlement Raid, Stealth Attack, Market Mayhem). | | Scavenger | Won the most scenarios (Gunk Tank, Mining Expedition, Big Score). | | Master of Coin | Largest Wealth | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ------ | | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ------ | | 2-3 | The player with the greater number of Structures chooses which scenario to play. If both players have the same number of Structures, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | | 4-5 | Play the [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank) (Development phase) or the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) (Expansion phase) scenario. | | 6-7 | Play the [Mining Expedition](/docs/scenarios/scenario-list/mining-expedition) (Development phase) or the [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) (Expansion phase) scenario. | | 8-9 | Play the [Big Score](/docs/scenarios/scenario-list/the-big-score) (Development phase) or the [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) (Expansion phase) scenario. | | 10-12 | The player with fewer Structures choose swhich scenario to play. If both players have the same number of Structures, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender.
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2024-06-13 20:34:24.508078
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### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects.
Unknown
Chem Delivery
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a weapon with the Chem Delivery trait is used, the fighter declares whatkind of chem they are firing at the target. This can be any chem the fighter isequipped with (note that firing the weapon does not cost a dose of the chem andthat friendly fighters cannot be targeted), or if the weapon also has the Toxin orGas trait, the fighter can use these Traits instead. Instead of making a Wound rollfor a Chem Delivery attack, roll a D6. If the result is equal to or higher than thetarget’s Toughness, or is a natural 6, the target is affected by the chosen chem justas if they had taken a dose. If the roll is lower than the target’s Toughness, theyshrug off the chem’s effects.
necrovox
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### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects.
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# 125. Cargo Run (v2) In this scenario, the Underdog tries to destroy a valuable shipment before the other gang can escort it to its destination. **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 (Ash Wastes & Rolling Roads). ## Crews Custom. ## Deployment 1. **Attacker:** At least 18" from the Trailing Edge. 2. **Defender:** Within 6" of the Trailing Edge. Place 3 Loot caskets (Cargo Crates) anywhere (can be placed on friendly vehicles). ## Cargo Delivery _The Underdog tries to destroy a valuable shipment before the other gang can escort it to its destination._ The Cargo Crates are destroyed in the following situations: - When an attacker opens it (don't determine the content the normal way for loot caskets). - Leaving the battlefield. | ## Ending the Battle The battle ends if any of the following is true: - Only one gang remains. - After round 6. ## Victory The defender wins if 2+ Cargo Crates are on the battlefield and held by friendly models. Otherwise the attacker wins. ## Rewards ### Credits - Attacker: D6x5 per destroyed Cargo Crate. - Defender: D6x10 per Cargo Crate on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers per Wound inflicted on enemy vehicles. - +D3 to attackers per Cargo Crate destroyed. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Ash Wastes', 'Vehicles', 'Rolling Roads', 'Underdog']
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# 125. Cargo Run (v2) In this scenario, the Underdog tries to destroy a valuable shipment before the other gang can escort it to its destination. **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 (Ash Wastes & Rolling Roads). ## Crews Custom. ## Deployment 1. **Attacker:** At least 18" from the Trailing Edge. 2. **Defender:** Within 6" of the Trailing Edge. Place 3 Loot caskets (Cargo Crates) anywhere (can be placed on friendly vehicles). ## Cargo Delivery _The Underdog tries to destroy a valuable shipment before the other gang can escort it to its destination._ The Cargo Crates are destroyed in the following situations: - When an attacker opens it (don't determine the content the normal way for loot caskets). - Leaving the battlefield. | ## Ending the Battle The battle ends if any of the following is true: - Only one gang remains. - After round 6. ## Victory The defender wins if 2+ Cargo Crates are on the battlefield and held by friendly models. Otherwise the attacker wins. ## Rewards ### Credits - Attacker: D6x5 per destroyed Cargo Crate. - Defender: D6x10 per Cargo Crate on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers per Wound inflicted on enemy vehicles. - +D3 to attackers per Cargo Crate destroyed. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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*** ## TG Selection: ``` {{tg_selection}} ``` ## Selection: ``` {{selection}} ``` ## Context: ``` {{context}} ``` ## Note Content: ``` {{content}} ```
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2024-06-13 20:34:24.508078
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insert
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*** ## TG Selection: ``` {{tg_selection}} ``` ## Selection: ``` {{selection}} ``` ## Context: ``` {{context}} ``` ## Note Content: ``` {{content}} ```
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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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# Vehicles & Crew For custom vehicles, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. Crew and Vehicle can either be universal (available to everyone except Ash Wastes Nomads), or gang-specific. ## List of Vehicles | Vehicles | Base Cost | Gang | Crew | | ----------------------------------------------------------------------------------------------- | --------------- | ------- | ---------- | | [Custom](/docs/gangs/gang-additions/vehicles/wasteland-workshop#1-choose-base-vehicle-template) | 50/130/175/70\* | Any | Any | | [Wolfquad](wolfquad.md) | 70 | Any | Any | | [Ridgerunner](ridgerunner.md) | 95 | Any | Any | | [Rockgrinder](rockgrinder.md) | 145 | Any | Any | | [Cargo-8 Ridgehauler](cargo-8-ridgehauler.md) | 230 | Any | Haulier | | [Outrider Quad](/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | 80 | Orlock | Iron Rider | | [Mauler](/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | 100 | Goliath | Road Thug | | [Chronos Pattern Ironhauler](chronos-pattern-ironcrawler.md) | 390 | Any | Haulier | | Waterborne Vehicles | Base Cost | Gang | Crew | | ---------------------------- | --------- | ---- | ---- | | [Sludge Barge](sludge-barge.md) | 165 | Any | Any | | [Sludge Skiff](scrap-skiff.md) | 45 | Any | Any | _\*Base cost for Light/Medium/Heavy/Walker configurations_ ## List of Crew > [!NOTE] Custom Crew > Cawdor and Van Saar do not yet have bespoke crew. | Name | Gang | Cost | BS | Ld | Cl | Wil | Int | | ------------------------------------------------------------------ | ------- | ---- | --- | --- | --- | --- | --- | | Scum Racer | Any | 20 | 4+ | 8+ | 8+ | 5+ | 6+ | | Guild Of Coin Haulier | Any | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | | [Wraith](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | Delaque | 35 | 4+ | 7+ | 6+ | 7+ | 7+ | | [Helion](/docs/gangs/gang-lists/house-escher/#helion-crew) | Escher | 30 | 4+ | 7+ | 7+ | 7+ | 7+ | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Goliath | 25 | 4+ | 8+ | 5+ | 9+ | 8+ | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | Orlock | 35 | 4+ | 6+ | 6+ | 7+ | 7+ | | [Gearhead](/docs/gangs/gang-lists/squats/#gearhead-crew) | Squat | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | ### Scum Racer #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 8+ | 5+ | 6+ | ### Guild Of Coin Haulier #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | ## Crew Skills | Name | Leadership | Savant | Shooting | Driving | | ------------------------------------------------------------------ | ---------- | --------- | --------- | ------- | | Scum Racer | - | Secondary | Primary | Primary | | Guild Of Coin Haulier | - | Secondary | Primary | Primary | | Wraith | Secondary | Secondary | Primary | Primary | | Helion | Secondary | Primary | Secondary | Primary | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Secondary | Secondary | Primary | Primary | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | - | Secondary | Primary | Primary | | Gearhead | Secondary | Secondary | Primary | Primary | ## Universal Crew Equipment List | Pistol | ✓ | | ----------- | --- | | Autopistol | 10 | | Hand flamer | 75 | | Laspistol | 10 | | Stub gun | 5 | | Dumdum | 5 | | Equipment | ✓ | | --------------------------------------------------------------- | --- | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | | Respirator | 15 |
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2024-06-13 20:34:24.508078
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# Vehicles & Crew For custom vehicles, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. Crew and Vehicle can either be universal (available to everyone except Ash Wastes Nomads), or gang-specific. ## List of Vehicles | Vehicles | Base Cost | Gang | Crew | | ----------------------------------------------------------------------------------------------- | --------------- | ------- | ---------- | | [Custom](/docs/gangs/gang-additions/vehicles/wasteland-workshop#1-choose-base-vehicle-template) | 50/130/175/70\* | Any | Any | | [Wolfquad](wolfquad.md) | 70 | Any | Any | | [Ridgerunner](ridgerunner.md) | 95 | Any | Any | | [Rockgrinder](rockgrinder.md) | 145 | Any | Any | | [Cargo-8 Ridgehauler](cargo-8-ridgehauler.md) | 230 | Any | Haulier | | [Outrider Quad](/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | 80 | Orlock | Iron Rider | | [Mauler](/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | 100 | Goliath | Road Thug | | [Chronos Pattern Ironhauler](chronos-pattern-ironcrawler.md) | 390 | Any | Haulier | | Waterborne Vehicles | Base Cost | Gang | Crew | | ---------------------------- | --------- | ---- | ---- | | [Sludge Barge](sludge-barge.md) | 165 | Any | Any | | [Sludge Skiff](scrap-skiff.md) | 45 | Any | Any | _\*Base cost for Light/Medium/Heavy/Walker configurations_ ## List of Crew > [!NOTE] Custom Crew > Cawdor and Van Saar do not yet have bespoke crew. | Name | Gang | Cost | BS | Ld | Cl | Wil | Int | | ------------------------------------------------------------------ | ------- | ---- | --- | --- | --- | --- | --- | | Scum Racer | Any | 20 | 4+ | 8+ | 8+ | 5+ | 6+ | | Guild Of Coin Haulier | Any | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | | [Wraith](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | Delaque | 35 | 4+ | 7+ | 6+ | 7+ | 7+ | | [Helion](/docs/gangs/gang-lists/house-escher/#helion-crew) | Escher | 30 | 4+ | 7+ | 7+ | 7+ | 7+ | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Goliath | 25 | 4+ | 8+ | 5+ | 9+ | 8+ | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | Orlock | 35 | 4+ | 6+ | 6+ | 7+ | 7+ | | [Gearhead](/docs/gangs/gang-lists/squats/#gearhead-crew) | Squat | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | ### Scum Racer #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 8+ | 5+ | 6+ | ### Guild Of Coin Haulier #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | ## Crew Skills | Name | Leadership | Savant | Shooting | Driving | | ------------------------------------------------------------------ | ---------- | --------- | --------- | ------- | | Scum Racer | - | Secondary | Primary | Primary | | Guild Of Coin Haulier | - | Secondary | Primary | Primary | | Wraith | Secondary | Secondary | Primary | Primary | | Helion | Secondary | Primary | Secondary | Primary | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Secondary | Secondary | Primary | Primary | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | - | Secondary | Primary | Primary | | Gearhead | Secondary | Secondary | Primary | Primary | ## Universal Crew Equipment List | Pistol | ✓ | | ----------- | --- | | Autopistol | 10 | | Hand flamer | 75 | | Laspistol | 10 | | Stub gun | 5 | | Dumdum | 5 | | Equipment | ✓ | | --------------------------------------------------------------- | --- | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | | Respirator | 15 |
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