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# Location Details #location ## Description *Workshop Territory** Location Description: The Workshop is a sprawling complex of abandoned factories, rusting machinery, and scavenged parts. Your gang has claimed this territory as their own, using it as a hub for repairs, maintenance, and even occasional manufacturing. The air is thick with the smell of oil, smoke, and burning metal. As you enter the Workshop, you're immediately struck by the sheer scale of the operation. Cranes and pulleys stretch across the ceiling, while rows upon rows of workbenches and tool racks line the walls. In the center of the complex, a large assembly line hums with activity, as gang members busily repair and modify equipment. To one side, you'll find the Scrapyard, where your gang's engineers and tinkerers sort through discarded machinery and salvageable parts. The air is thick with the smell of rust and oil, and the sound of metal being cut and shaped fills the air. Here, you can find everything from old power armor to broken-down vehicles, all waiting to be repurposed or sold. On the opposite side of the Workshop lies the Fabrication area, where your gang's most skilled engineers work their magic. This is where they take scraps and salvageable parts and turn them into new, functional equipment. The smell of welding sparks and hot metal fills the air as they shape and mold raw materials into something new. Income: `dice: 1d6` Rolling for income... *rolls* The result is... **4**! Your gang earns 4 credits from scavenging parts and selling them to other gangs or traders. Special Rules: * *Scavenger's Delight*: The Workshop provides a +10% bonus to your gang's engineering skills when repairing or maintaining equipment. * **Part-Scouring**: Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a valuable part worth 2 credits. Boons: * *Gang Reputation*: The Workshop is known for its expertise in repairing and modifying equipment. Your gang gains +10% reputation points when interacting with other gangs or traders. * **Part-Sourcing**: The Workshop has connections to local black markets and scavenging networks. Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a rare part worth 5 credits. What would you like to do with this Workshop territory? Do you want to focus on repairing equipment, manufacturing new parts, or using it as a hub for your gang's operations? ## Special Rules *Workshop Territory** (Special Rules) Location Description: The Workshop is a ramshackle collection of old factories, abandoned machinery, and scavenged parts. Your gang has claimed this territory as their own, using it as a hub for repairs, maintenance, and even occasional manufacturing. The air is thick with the smell of oil, smoke, and burning metal. Income: `dice: 1d6` Rolling for income... *rolls* The result is... **4**! Your gang earns 4 credits from scavenging parts and selling them to other gangs or traders. Special Rules: * **Scavenger's Delight**: The Workshop provides a +10% bonus to your gang's engineering skills when repairing or maintaining equipment. * **Workshop Frenzy**: When your gang is in combat within the Workshop, they gain a +5% bonus to their attack rolls. Additionally, roll a dice: `dice: 1d6` and add the result to your gang's defense rolls. If the total equals or exceeds 7, your gang gains temporary invulnerability for one round. Boons: * **Gang Reputation**: The Workshop is known for its expertise in repairing and modifying equipment. Your gang gains +10% reputation points when interacting with other gangs or traders. * **Part-Sourcing**: The Workshop has connections to local black markets and scavenging networks. Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a rare part worth 5 credits. What would you like to do with this Workshop territory? Do you want to focus on repairing equipment, manufacturing new parts, or using it as a hub for your gang's operations? ## Income *As the controller of the Workshop territory, your gang earns a base income of **5 credits** per turn. To determine the actual income generated, you'll need to roll a dice: `dice: 1d6` and add the result to the base income. If the total equals or exceeds **7**, you get an additional **2 credits**. So, your gang's total income from controlling the Workshop would be: * Base income: **5 credits** * Roll result (add 1d6): ?? * Additional income (if roll equals or exceeds 7): **2 credits** Let me know when you're ready to roll for income!
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# Location Details #location ## Description *Workshop Territory** Location Description: The Workshop is a sprawling complex of abandoned factories, rusting machinery, and scavenged parts. Your gang has claimed this territory as their own, using it as a hub for repairs, maintenance, and even occasional manufacturing. The air is thick with the smell of oil, smoke, and burning metal. As you enter the Workshop, you're immediately struck by the sheer scale of the operation. Cranes and pulleys stretch across the ceiling, while rows upon rows of workbenches and tool racks line the walls. In the center of the complex, a large assembly line hums with activity, as gang members busily repair and modify equipment. To one side, you'll find the Scrapyard, where your gang's engineers and tinkerers sort through discarded machinery and salvageable parts. The air is thick with the smell of rust and oil, and the sound of metal being cut and shaped fills the air. Here, you can find everything from old power armor to broken-down vehicles, all waiting to be repurposed or sold. On the opposite side of the Workshop lies the Fabrication area, where your gang's most skilled engineers work their magic. This is where they take scraps and salvageable parts and turn them into new, functional equipment. The smell of welding sparks and hot metal fills the air as they shape and mold raw materials into something new. Income: `dice: 1d6` Rolling for income... *rolls* The result is... **4**! Your gang earns 4 credits from scavenging parts and selling them to other gangs or traders. Special Rules: * *Scavenger's Delight*: The Workshop provides a +10% bonus to your gang's engineering skills when repairing or maintaining equipment. * **Part-Scouring**: Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a valuable part worth 2 credits. Boons: * *Gang Reputation*: The Workshop is known for its expertise in repairing and modifying equipment. Your gang gains +10% reputation points when interacting with other gangs or traders. * **Part-Sourcing**: The Workshop has connections to local black markets and scavenging networks. Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a rare part worth 5 credits. What would you like to do with this Workshop territory? Do you want to focus on repairing equipment, manufacturing new parts, or using it as a hub for your gang's operations? ## Special Rules *Workshop Territory** (Special Rules) Location Description: The Workshop is a ramshackle collection of old factories, abandoned machinery, and scavenged parts. Your gang has claimed this territory as their own, using it as a hub for repairs, maintenance, and even occasional manufacturing. The air is thick with the smell of oil, smoke, and burning metal. Income: `dice: 1d6` Rolling for income... *rolls* The result is... **4**! Your gang earns 4 credits from scavenging parts and selling them to other gangs or traders. Special Rules: * **Scavenger's Delight**: The Workshop provides a +10% bonus to your gang's engineering skills when repairing or maintaining equipment. * **Workshop Frenzy**: When your gang is in combat within the Workshop, they gain a +5% bonus to their attack rolls. Additionally, roll a dice: `dice: 1d6` and add the result to your gang's defense rolls. If the total equals or exceeds 7, your gang gains temporary invulnerability for one round. Boons: * **Gang Reputation**: The Workshop is known for its expertise in repairing and modifying equipment. Your gang gains +10% reputation points when interacting with other gangs or traders. * **Part-Sourcing**: The Workshop has connections to local black markets and scavenging networks. Roll a dice: `dice: 1d6` and add the result to your gang's scavenging roll. If the total equals or exceeds 7, you find a rare part worth 5 credits. What would you like to do with this Workshop territory? Do you want to focus on repairing equipment, manufacturing new parts, or using it as a hub for your gang's operations? ## Income *As the controller of the Workshop territory, your gang earns a base income of **5 credits** per turn. To determine the actual income generated, you'll need to roll a dice: `dice: 1d6` and add the result to the base income. If the total equals or exceeds **7**, you get an additional **2 credits**. So, your gang's total income from controlling the Workshop would be: * Base income: **5 credits** * Roll result (add 1d6): ?? * Additional income (if roll equals or exceeds 7): **2 credits** Let me know when you're ready to roll for income!
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# Personal Equipment This section covers equipment carried by fighters to help them survive the rigours of battle and the harsh environments of the underhive and ash wastes. As well as the equipment readily available in the Trading Post, fighters make use of more outlandish items found in the badzones, and many are not above using illegal items secured through underhanded means. ## Trading Post Personal Equipment ### Archaeotech Device **120 Credits – Rare (13)** _Source: Necromunda Core Rulebook (2023)_ _The underhive is filled with ancient treasures, strange objects from previous ages and wondrous technological devices Mankind has long since lost the ability to create. Of course, these rare pieces of archaeotech, as they are known, are hidden beneath thousands of years of debris and waste, and even should a fighter be fortunate enough to find a genuine archaeotech device, they still need to figure out how it works._ When a player buys an Archaeotech Device from the Trading Post, they won’t know what it does. They must allocate it to one of their fighters and roll on the Archaeotech Device table to determine its type. If an Archaeotech Device is given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again. #### Archaeotech Device Table | D6 | Type | Effect | | :-: | :------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Dangerous | _The fighter accidentally triggers the device as they’re messing about with it._ They immediately go into Recovery and the archaeotech is reduced to a pile of worthless molten slag. | | 2 | Viewer | _The fighter can use the device to view different places, shifting their perspective to almost any point, even if it’s beyond closed doors and solid walls._ A fighter with this device can make the Scan (Simple) action to place a Revealed marker on an enemy fighter within 18". If the fighter is selected to be a sentry, when they are activated, roll a D6 for them. On a 6, they automatically raise the alarm as they spot the enemy sneaking around. | | 3 | Cutting Beam | _The device can be used to focus a cutting beam of great power on a stationary object. Unfortunately, it’s useless as a weapon because both the target and the fighter have to be perfectly still for the beam to focus, but it makes for a good can opener!_ A fighter with this device can make the Laser Cut (Double) action if they are within 1" of a door, loot casket or other damageable piece of terrain. This action inflicts a single automatic hit against the chosen target, resolved with Strength 8 and Damage 3. | | 4 | Lifter | _The device is a sophisticated form of suspensor which can negate or lessen gravity for its bearer, allowing them to float up or down for a limited period._ When making a Move or Charge action, the fighter ignores all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls, and may not end their movement with their base overlapping an obstacle or another fighter’s base. | | 5 | Holo Projector | _The device functions as a holo projector and can be used to make the fighter appear a short distance away from where they really are._ This gives the fighter a 4+ field armour save. As soon as the saving throw is failed, the projector stops working for the rest of the battle. Also note that the holo projector is useless against close combat attacks and weapons with the Template or Blast traits. | | 6 | Weapon | _The device is a powerful and compact weapon. It is only pistol-sized but it is as effective as a much larger piece of ordnance._ Roll a D6 to find out what it is:<table><thead><tr><td>D6</td><td>Result</td></tr></thead><tbody><tr><td>1-2</td><td>Boltgun</td></tr><tr><td>3</td><td>Flamer</td></tr><tr><td>4</td><td>Meltagun</td></tr><tr><td>5</td><td>Plasma gun</td></tr><tr><td>6</td><td>Grenade launcher with frag grenades.</td></tr></tbody></table>The weapon has the standard profile for a weapon of its type but with the addition of the Sidearm trait. Because the weapon is compact and self- maintaining it can be used by anyone, not just Specialists, Champions or Leaders. | ### Armoured Undersuit **25 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ An armoured undersuit may be worn in addition to any armour type, with the exception of an armoured bodyglove. If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured undersuit grants a 6+ save. ### Bio-Booster **35 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the biobooster can discard one of them. ### Bio-Scanner **30 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ If a fighter with a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner) is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if the attackers are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails). ### Blind Snake Pouch **60 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Sump shamans are strange underhive mystics believed to be able to commune with the spirits of the hive. Whether or not this is true, the fetishes they make are highly sought after and reputed to be able to protect a fighter from harm._ A fighter with a Blind Snake Pouch gains the Dodge skill. If they already have the Dodge skill then they will successfully dodge attacks on a D6 roll of 5 or 6 rather than just a roll of 6. In addition, when making a dodge against an attack made by a fighter using the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill, the dodge will succeed on a D6 roll of 4, 5 or 6. ### Cameleoline Cloak **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Cameleoline is a much sought-after material within the Imperium, and is commonly used by the armies of the Emperor for stealth and scout troops. On Necromunda, some examples of the material can be found in the underhive, stitched into more common clothing or as an extra layer on a cloak, allowing the wearer to seemingly vanish if they stand still._ If the wearer of a Cameleoline cloak did not move during their activation, ranged attacks made against them suffer a -2 to hit until the start of their next activation. ### Chem-Synth **15 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ At the start of their activation, a Standing and Active or Standing and Engaged fighter with a chem-synth can choose to make an Intelligence test. If the test is passed, any Gas or Toxin weapons they use until the end of their activation are enhanced and the target's Toughness is treated as being 1 lower when resolving those attacks. ### Chrono-Crystal **500 Credits – Illegal (14)** _Source: Necromunda Core Rulebook (2023)_ _The opportunity to acquire one of Bald Bryen’s Chronocrystals is vanishingly rare, and possession of such an item will not only result in the owner earning the eternal enmity of the infamous mayor of Rust Town, but may also lead to them crossing paths with the Ordo Chronos in the future (or, perhaps, in the past…)._ Certain scenario special rules will detail the ways in which a Chrono-crystal can be used. ### Cred Sniffer **35 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Cred Sniffers are modified auspexes created by enterprising archaeo-thieves. They literally sniff out the rare alloys in cred chits and direct the user to their location._ If a fighter equipped with a Cred Sniffer was part of a battle and was not taken Out of Action or Prone and Seriously Injured, at the end of the battle they earn 4D6 credits for their gang. A gang can only benefit from the effects of one Cred Sniffer at a time. ### Cult Icon _Source: Necromunda Core Rulebook (2023)_ Unlike other items of Wargear, a gang may only purchase a single Cult Icon. This item must be carried by a fighter with both the Gang Hierarchy (X) and Group Activation (X) special rules. When a fighter that is carrying a Cult Icon uses the Group Activation (X) special rule, they may activate one additional Ready friendly fighter, meaning that a fighter with the Group Activation (2) special rule may activate three additional fighters, whilst a fighter with the Group Activation (1) special rule may activate two additional fighters. ### Data-Thief **35 Credits – Illegal (10)** _Source: Necromunda Core Rulebook (2023)_ _Data-thief slates monitor enemy comms and farm useful information from Necromunda’s various vox- nets._ If a crew includes at least one fighter equipped with a Data-thief, at the start of the battle they can make their opponent randomly reveal one of their gang tactics. ### Dome Runner Map **100 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _(previously called the Ratskin map - RIP Ratskins)_ _Dome Runners often map out sections of the hive based on their extensive explorations. These maps are jealousy guarded by individual Dome Runners, often written in code and covered with strange symbols marking out hidden stashes or secret pathways to lost sections of the underhive. Rarely, one of these maps might fall into the hands of an underhive trader, though copies and fakes are common, some leading to great treasures, others perilous badzones._ Before a gang with a Dome Runner Map rolls to determine the scenario as part of the pre-battle sequence, they can declare they are using their Dome Runner Map. If both gangs have a Dome Runner Map, they should roll off to see whose gang gets to use theirs for this battle – capitalising on the map’s information before their opponent can. The player then rolls on the Dome Runner Map table to see how valuable the information on it is. Note, once the type of map is determined, it remains the same, and provided it is worth something, a gang may use it again in the pre-battle sequence of subsequent battles. #### Dome Runner Map Table | D6 | Type | Effect | | :-: | :------------------ | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Fake | Instead of rolling for the scenario as normal, your opponent chooses the scenario for this battle. Remove the Dome Runner Map from your gang roster. | | 2 | Worn and Incomplete | After making the roll to determine the scenario, you may add or subtract 1 from the result. | | 3 | Treasure Map | Roll another D6. On a 1-5, the map is a Fake (see above). On a 6, it is a genuine treasure map. If your gang wins the scenario, they can add D6x20 credits to their Stash in addition to any other rewards. | | 4 | Ancient and Faded | After making the roll to determine the scenario, you may add or subtract 2 from the result. | | 5 | Secret Pathways | D3 fighters in your gang gain the Infiltrate skill for the duration of this scenario. | | 6 | Recent and Accurate | After making the roll to determine the scenario, you may add or subtract up to 3 from the result. | ### Drop Rig **10 Credits** _Source: Necromunda Core Rulebook (2023)_ An Active fighter with a drop rig can make the Descend (Basic) action while they are within 1" of the edge of a platform: **Descend (Basic):** The fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground. ### Falsehood **40 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _When this device is activated it projects a distortion field that changes the wearer’s appearance, making them appear as someone else._ A fighter equipped with a Falsehood cannot be targeted by ranged or melee attacks or enemy psychic powers, and will not cause the alarm to be raised if spotted by a sentry in a battle using the Sneak Attack rules. These effects last until the fighter makes a melee or ranged attack, uses a psychic power on an enemy fighter, or until the End phase of the second round. At this point their suspicious or openly hostile acts give them away, the illusion is dispelled and the hood has no further effect. ### Filter Plugs **10 Credits** _Source: Necromunda Core Rulebook (2023)_ If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is increased by 1 for the purposes of the roll to see whether they are affected. Filter plugs are one use; if a fighter uses them during a battle, they are removed from their Fighter card when the battle ends. ### Frenzon Collar **30 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _A method of control, the Frenzon collar is usually found clamped around the necks of unwilling penal troopers, where its cocktail of combat drugs drives them into battle at the behest of their masters. Underhive gangers sometimes wear these collars willingly into combat, or as part of a dare._ A fighter equipped with a Frenzon collar is considered to be permanently under the effects of Frenzon (see [Chems: Frenzon](/docs/armoury/chems#frenzon)). In addition, each collar comes with a master motivator. At the start of the battle, the player must decide if their Leader or one of their Champions is carrying the master motivator. When the Leader or Champion with the master motivator makes a group activation, they may include models wearing Frenzon collars (up to the normal number of fighters they may group activate) regardless of where they are on the battlefield. Note that if a gang includes more than one fighter equipped with a Frenzon collar, they will only ever have a single master motivator which governs all collars in the gang. ### Forged Guilder Seal **55 Credits – Illegal (11)** _Source: Necromunda Core Rulebook (2023)_ _Truly decent forged documents are a rarity in the underhive, and ones good enough for a ganger to pass themselves off as a Guilder even more so – though they do exist. Only the boldest criminals pretend to be Guilders, however, for the consequences of being discovered and caught involves a long and painful execution._ When a fighter with a Forged Guilder Seal visits the Trading Post, they reduce the Rarity of Items by 2. In addition, the prices of any items they buy are reduced by 3D6 credits to a minimum of 10 credits. However, if they roll a double 1 or double 6 when reducing the price of an item, they have been discovered. The item is bought as normal, however, the seal is then removed from their Fighter card, and the fighter’s gang are declared Outlaws. ### Grapnel Launcher **25 Credits** _Source: Necromunda Core Rulebook (2023)_ An Active fighter with a grapnel launcher can make the following action: **Grapnel (Double):** The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. ### Grav-Chute **50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ If a fighter with a grav-chute falls or jumps down to a lower level, they do not suffer any damage – they simply move down without any rolls being made. ### Halo Device **250 Credits – Illegal (14)** _Source: Necromunda Core Rulebook (2023)_ _From the forlorn regions beyond the edge of the Imperium, intrepid Rogue Traders sometimes bring back strange objects. Known as Halo devices, these alien artefacts are often imbued with ancient energies, able to sustain their owners even beyond death, though often at a cost to others._ When a fighter equipped with a Halo device suffers a Lasting Injury (including Memorable Death), their player can choose another member of their gang to suffer all the effects of the Lasting Injury instead (treat the fighter equipped with the Halo device as having suffered the Out Cold result instead). Note that if the fighter was taken Out of Action they are still removed from the battle, while the fighter chosen to suffer the Lasting Injury remains on the battlefield unless the result was a 61-66, in which case they are removed. ### Harrier-Skulls **40 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _With every innovation in combat there is usually a counter-innovation to defeat it. Harrier-skulls are a kind of servo-skull designed to act as decoys for Grapplehawks and other hunting beasts._ If an Exotic Beast wants to make an attack against a fighter equipped with Harrier-skulls, it must first pass an Intelligence test – otherwise the Attack action fails and is wasted. If the owner of the Exotic Beast is within 3" of the target of the attack, the beast may use its owner’s Intelligence for the test instead. ### Hexagrammic Fetish **35 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ Badzone peddlers and sumphole wise women often sell charms and fetishes ‘guaranteed’ to offer protection. The truly astonishing thing is some of these charms actually work! When a fighter buys a Hexagrammic Fetish, they must roll a D6. On a 1, the fetish is rubbish, though the fighter can sell it on to an unsuspecting underhiver for 3D6 credits. On a 2-5, it has some power, and if a Psyker targets the fighter with a psychic power, the Psyker suffers a -1 to their Willpower test. On a 6, the fetish has some real juice; it works as above except the Psyker will suffer a -3 to their Willpower test. ### Holochromatic Field **100 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _A Holochromatic field surrounds its wearer in an aura of scintillating colours._ Ranged attacks against a fighter with a Holochromatic field suffer a -2 to hit, while melee attacks against them suffer a -1 to hit. Each time the fighter is targeted with an attack, roll a D6. On a 1, the Holochromatic field has been drained and has no effect for the rest of this battle. Fighters wearing an active Holochromatic field count as always having a revealed marker on them in scenarios using the Pitch Black rules. A Holochromatic field cannot be combined with Cameleoline Cloaks or similar devices that make the wearer harder to see. ### Industrial Respirator **30 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ _Respirators are a common sight in the underhive, offering some measure of protection against airborne hazards. Most are ancient things, their filters clogged with years of filth and barely functioning. Sometimes gangers might get their hands on a batch of newly minted respirators, and even some of the rare heavy industrial breathing apparatus reserved for Helmawr’s personal guard or outerhive work crews._ An Industrial Respirator adds 3 to a fighter’s Toughness, or 4 if combined with a Hazard Suit, against attacks from weapons with the Gas trait. In addition, an Industrial Respirator contains a limited air supply. Once per battle, when a fighter with an Industrial Respirator is activated, they can declare they are using its air supply. Until the fighter is activated again, they gain immunity to Gas attacks, can act normally while on fire (though they may still take damage) and may ignore effects keyed to breathing or air quality. ### Lho Sticks **5 Credits** _Source: Necromunda Core Rulebook (2023)_ _A fighter equipped with lho sticks is considered to be ‘cool’ by the more gullible members of their gang._ Any friendly fighter with an Intelligence characteristic of 8+ or worse may use this fighter’s Cool characteristic instead of their own if they are within 6" and line of sight of this fighter. ### Lock-Punch **10 Credits** _Source: Necromunda Core Rulebook (2023)_ _Lock-punches are crude pneumatic devices used to smash locks out of doors and force them open._ A fighter equipped with a lock-punch can use it when they are taking the [Force Door (Basic)](/docs/the-rules/fighter-actions#force-door-basic) action to add 4 to their Strength. Doors opened with lock-punches are permanently damaged and must be removed from the battlefield. ### Magnacles **20 Credits** _Source: Necromunda Core Rulebook (2023)_ _Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place._ A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative test to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll. ### Malefic Artefact **90 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ _Malefic Artefacts are objects of the Warp or those that have lingered in the hands of corrupted individuals._ When a player buys a Malefic Artefact from the Trading Post, they won’t know what it does. They must allocate it to one of their fighters and roll a D6 on the Malefic Artefacts table to determine its type. If a Malefic Artefact is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the artefact as normal from now on. If they fail, they wait until their next battle to try to activate the artefact again. #### Malefic Artefacts Table | D6 | Type | Effect | | :-: | :----------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Cursed Artefact | The fighter accidentally triggers the artefact as they’re messing about with it. The Malefic Artefact mysteriously vanishes and the fighter begins their next battle with the Insane condition. | | 2 | Whisper Vox | Hidden truths issue forth from the artefact, informing its bearer as to the intentions of those around them. The fighter gains the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill. If they already have the Overwatch skill, they can take the Aim (Basic) action in addition to the Shoot (Basic) action when using this skill. | | 3 | Void Gate | The artefact is a gateway to a dark yawning void that the fighter may open to sap the strength of those around them. The fighter can perform the Unleash the Void (Double) action. If they take this action, for the remainder of the round, all other fighters within 6" of them can only take a single action during their activation. | | 4 | Aetheric Lantern | When the artefact is activated, it acts as a beacon to the denizens of the Warp who would feast upon the dead and dying. The fighter can perform the Ignite Aetheric Lantern (Double) action. If they do, any Prone and Seriously Injured fighter within 12" of them must pass a Toughness check or go Out of Action. | | 5 | Chronoscope | Time works differently around the artefact, sometimes speeding up, sometimes slowing down. When the fighter activates, roll a D6. On a 1, they may take no actions this round. On a 2-5, they can take an extra action this round. On a 6, after they complete their activation they may be placed anywhere within 12" of their current location. | | 6 | Terror Telepathica | Dire thoughts are projected from the artefact driving all those nearby mad. The fighter gains immunity to the Insane condition. Any other fighter that activates within 6" of the fighter must immediately pass a Willpower test or gain the Insane condition. | ### Medicae Kit **30 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ When a fighter with a medicae kit assists a friendly fighter’s Recovery test, roll an extra Injury dice then choose one to discard. ### Mnemonic Inload Spike **100 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _Adeptus Mechanicus Tech-Priests use Mnemonic Inload Spikes for the swift transfer of data from one cortex to the next. Each spike contains potential secrets and skills that the user can inload directly to their brain, though for those without the proper cybernetic interfaces the process can be fatal._ When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table (re-roll any results of Bitter Enmity or Captured). If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang’s stash. ### Photo-Goggles **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition. ### Photo-Lumen **20 Credits** _Source: Necromunda Core Rulebook (2023)_ Commonly carried by Palanite Enforcers, a model that is equipped with a photo-lumen increases the value of X" in the Visibility (X") rule by 9". However, when the Visibility (X") rules are in effect, a fighter equipped with a photo-lumen cannot be Hidden – they are instead always subject to the Revealed condition due to the bright light emanating from their gear. ### Psi-Grub **50 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _Psi-grubs are alien parasites that feed upon psychic power. When bloated with the energies of the Immaterium, they can then be used to fuel psychic abilities._ Whenever a fighter with a Psi-grub uses a psychic power or is the target of a psychic power, place a Psi-grub token on their Fighter card after working out the effects of the power. Once there is at least one Psi-grub token on the fighter’s card, they can attempt to use the Psi-grub whenever they manifest a psychic power. To trigger the Psi-grub, the fighter makes a Tap Psi-grub (Basic) Action and rolls a D6. If the result is equal to or lower than the number of Psi-grub tokens on their Fighter card, the Psi-grub is triggered, otherwise there is no effect. When the Psi-grub is triggered, remove all Psi-grub tokens from the fighter’s card and immediately use one of the fighter’s psychic powers just as if they had taken a Wyrd Power (X) action (see [Using Wyrd Powers](/docs/the-rules/psykers#using-wyrd-powers)). This action does not require the fighter to make a Willpower test. If there are ever six tokens on the fighter’s card, the Psi-grub immediately explodes! Remove all the tokens and the Psi-grub from the fighter’s card and roll an Injury dice for the fighter. ### Respirator **15 Credits** _Source: Necromunda Core Rulebook (2023)_ When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected. ### Sanctioning Writ **25 Credits – Illegal (10)** _Source: Necromunda Core Rulebook (2023)_ _A Sanctioning Writ is an official document penned and signed by the Merchants Guild granting its bearer the right to set bounties on the enemies of Necromunda. Sometimes, these are stolen from Guilders – signed but without the subject of the Bounty filled in – and are used by gangs to put an official target on their rivals._ A fighter can use a Sanctioning Writ to place a Bounty on any member of a Law Abiding gang (see [Claim Bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties)). This Bounty remains in place until it is fulfilled, the targeted fighter dies or the campaign comes to an end. A Sanctioning Writ can only be used once, after which it is lost, and a fighter can only have one Bounty on their head at a time. ### Second Best **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Second Best, as the name suggests, is what you drink when you don’t have the creds for anything better. The exact contents of a bottle of Second Best vary from settlement to settlement, but are usually a cocktail of drinking-hole dregs, fermented fungi and gun oil (to make it go down smooth!). A few swigs of Second Best will bolster a fighter’s courage, but too much can lead to blindness, unconsciousness and even death._ A fighter with a bottle of Second Best can make the Take a Swig (Simple) action. After they take this action, roll a D6. On a 1, 2 or 3, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card. #### Second Best Intoxication Table | Intoxicated Markers | Effect | | :-----------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Feeling Good:** -1 to ranged attack hit rolls, +1 to the result of Cool tests. | | 2 | **Getting Unsteady:** -2 to ranged attack hit rolls, +2 to the result of Cool tests. If the fighter makes two Move actions in a row, they must pass an Initiative test after completing the second action or become Prone and Pinned. | | 3+ | **Blind Drunk:** -3 to ranged attack hit rolls and -1 to melee attack hit rolls, +3 to the result of Cool tests. When the fighter makes a Move action, instead of using the fighter’s Movement characteristic, move the fighter D6" in a direction determined by the Scatter dice. | ### Servo Harness _Source: Necromunda Core Rulebook (2023)_ Usually seen in manufactoria, cargo haulage and storage depots, a servo harness greatly enhances the wearer’s strength and endurance, taking the load off their own body and onto itself. Unsurprisingly, many gang fighters find these benefits appealing in their line of work. **Partial:** _130 credits – Rare (12)_ A fighter wearing a partial servo harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo harness be lost or cease to function for any reason. Additionally, a fighter wearing a partial servo harness gains the benefits of suspensors on any Unwieldy weapon they carry. However, a fighter wearing a partial servo harness reduces their Movement and Initiative by 1. This item cannot be combined with a servo claw or any other type of servo harness. **Full:** _160 credits – Rare (12)_ A fighter wearing a full servo harness gains all of the benefits of a partial servo harness, but without the negative modifiers to Movement and Initiative. This item cannot be combined with a servo claw or any other type of servo harness. ### Skinblade **10 Credits** _Source: Necromunda Core Rulebook (2023)_ If the fighter is Captured at the end of a battle, they can use their skinblade to attempt to escape. If they do then add +2 to the dice roll to escape, if the attempt is successful then the skinblade is lost and removed from their Fighter card. ### Stimm-Slug Stash **30 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ Once per battle, a fighter with a stimm-slug stash can use it at the start of their activation. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter. ### Strip Kit **15 Credits** _Source: Necromunda Core Rulebook (2023)_ When a fighter with a strip kit makes an Intelligence test to operate a door terminal or bypass the lock on a loot casket, add 2 to the result. ### Suspensor Harness **40 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Underhivers are nothing if not resourceful when it comes to repurposing gear for their needs. The suspensor harness is such a device, a collection of belts and components from a heavy weapon suspensor array allowing the wearer to carry excessive amounts of equipment. While Guilder slaves and Badzones prospectors might use them to carry heavy loads, gangers mainly use them to sling extra weapons on their back._ A fighter equipped with a suspensor harness may carry four weapons rather than three, while a Hired Gun Bounty Hunter with a suspensor harness may carry six weapons rather than five. As usual, weapons marked on the Equipment List with (\*) take up the space of two weapons. ### Threadneedle Worms **45 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ Threadneedle worms are a deadly bio-weapon able to ravage an area of life in seconds. The lethality of Threadneedle worms makes them an ideal weapon of last resort for gangers who don’t care about collateral damage. A fighter equipped with Threadneedle worms can unleash them by taking the **Can of Worms (Basic)** action. Threadneedle worms can only be used once, after which they are removed from the fighter’s card. When Threadneedle worms are used, roll a D6 on the Threadneedle Worms table. #### Threadneedle Worms Table | D6 | Result | | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **The Worms Turn:** Roll an Injury dice for the fighter using the Threadneedle Worms. | | 2-3 | **A Few Live Worms:** Place a 5" Blast marker anywhere within D6" of the fighter then roll an Injury dice for each fighter under the marker. | | 4-5 | **A Few More Live Worms:** Place a 5" Blast marker anywhere within D6" of the fighter, then place two additional 5" Blast markers so they are in contact with the first marker. Roll an Injury dice for each fighter under any of the markers. | | 6 | **A Can Full of Worms:** Roll an Injury dice for every enemy fighter on the battlefield, treating Out of Action results as Seriously Injured. | ### Web Solvent **25 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ When a fighter equipped with web solvent makes a Recovery check due to the Webbed condition, roll an extra Injury dice, picking one of the dice to resolve it and discarding the other. Additionally, when a fighter equipped with web solvent assists a fighter subject to the Webbed condition with a Recovery test, roll an extra two Injury dice and choose which one to apply. ### Wild Snake **30 Credits** _Source: Necromunda Core Rulebook (2023)_ _About the ‘finest’ booze around, Wild Snake is the go-to drink for underhivers with creds in their pocket and an iron liver. Each bottle contains the skinned and pickled remains of a ‘snake’, giving the liquor both its name and a sharp bitter taste on account of the snake venom. Gangs prize bottles of Wild Snake both because it is a quick and easy path to inebriation, but also because of the fabled ‘Snake Courage’ it can imbue!_ A fighter with a bottle of Wild Snake can make the Take a Swig (Simple) action. After they make this action, roll a D6. On a 1 or 2, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card: #### Wild Snake Intoxication Table | Intoxicated Markers | Effect | | :-----------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **A Good Buzz:** -1 to ranged attack hit rolls, +2 to the result of Cool tests. | | 2 | **Seeing Double:** -1 to ranged attack hit rolls, +3 to the result of Cool tests. When making ranged attack hit rolls after choosing a target, randomise the actual target of the attack between the intended target and any model (friend or foe) within 6" of them. | | 3+ | **Snake Courage!:** -2 to ranged attack hit rolls, automatically pass any Cool tests. | ### Xenoculum **80 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _A Xenoculum can represent any number of esoteric alien devices, the true purposes of which only becomes apparent through experimentation. When a player buys a Xenoculum from the Trading Post, they won’t know what it does._ They must allocate it to one of their fighters and roll a D6 on the Xenoculum table to determine its type. If a Xenoculum is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again. #### Xenoculum Table | D6 | Type | Effect | | :-: | :----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Alien Trap | The fighter accidentally triggers the Xenoculum as they’re messing about with it. They immediately go into recovery and the Xenoculum is reduced to a collection of junk. | | 2 | Xenos Claws | The Xenoculum moulds itself to the fighter’s hands, lengthening into a pair of lethal claws. The fighter’s unarmed attacks become S+2 D2 and gain the Power trait. While the fighter is equipped with the Xenoculum, any attacks they make with ranged weapons suffer a -2 to hit. | | 3 | Ghost Form | The Xenoculum is a powerful transmatter convertor, allowing its user to slip out of sequence with reality for short periods. Whenever the fighter activates, they can enter ghost form. This state persists until their next activation. While in ghost form, the fighter ignores all terrain, the effects of falling and all attacks with the exception of psychic powers. However, they cannot make attacks themselves or interact with their environment in any way. Each time the fighter enters ghost form, they must roll a D6. On a 4+, the Xenoculumhas expended its charge and cannot be used again during the battle but will recharge in time for the next battle. | | 4 | Horror Aura | A subliminal animalistic howl constantly screams forth from the Xenoculumand only its user is immune to its effects. Whenever the fighter activates, each other fighter, friend or foe, within 6" must make a Nerve test or become Broken. | | 5 | Alien Chem-factory | Strange mechanisms concoct alien chems within the Xenoculum, dispensing them as the fighter desires. The fighter rolls two extra Injury dice when making Recovery rolls, or assisting another Prone and Seriously Injured fighter in the Recovery phase, and chooses the dice they wish to take effect. In addition, in the post-battle sequence, one member of the fighter’s crew can make a Medical Escort action for free. | | 6 | Brain Booster | A cranial spike allows the Xenoculum to be affixed to the fighter’s brain, greatly boosting their cognitive function. The fighter adds 5 to the dice roll when making an Intelligence test. In addition, each time the fighter would gain Experience, they gain one additional point of Experience. | ## Exclusive Personal Equipment ### Arachni-Rig Jump Boosters **Van Saar only** _Source: The Aranthian Succession: Ruins of Jardlan_ Once per activation, a fighter equipped with Arachni-rig jump boosters may choose to use them when they perform either a Move (Simple) or a Charge (Double) action. When they do so they add 3" to their Movement characteristic for the duration of the action. When a fighter moves with the aid of Arachni-rig jump boosters, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter’s movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down). Should a fighter use Arachni-rig jump boosters when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic. ### Ash Waste Grav-cutter **Van Saar only, 65 Credits** _Source: The Aranthian Succession: Ruins of Jardlan_ :::info GRAV-CUTTERS IN THE ASH WASTES When founding a gang for an Ash Wastes Campaign, grav-cutters count as Wargear that grants the Mounted condition. However, grav-cutters may still be used in battles that do not allow Wargear that grants the Mounted condition (note this does not allow ash waste grav-cutters to be used in these battles). ::: A fighter equipped with an ash waste grav-cutter increases their Movement characteristic by 2" and becomes subject to the Mounted condition. **Anti-grav Platform:** A fighter equipped with an ash waste grav-cutter may ignore all terrain, move freely between levels without restriction, never falls and can move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of an enemy fighter’s base. Additionally, a fighter equipped with an Ash Waste Grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with an ash waste grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1. **Hands Free:** A fighter equipped with an ash waste grav-cutter ignores the Hands Full rule due to the Mounted condition. **Auto-gyro Stabilisation:** A fighter equipped with an Ash Waste Grav-cutter applies a +2 modifier to the Initiative test to avoid being pinned when hit by attempting to perform the Stand Up (Basic) action. ### Ash Cloak **Ash Wastes Nomads only** ### Bomb Delivery Rats **House Cawdor only** If equipped with a grenade, spend a Basic action (Prime Bomb Rat) action: - Make an Ammo roll as if used normally. - Place the bomb delivery rat B2B. - Make an Intelligence test to try to affect where the rat moves: - Pass: Move 6" in a chosen direction. - Fail: Move 6" in a random direction. Rat movement: - Ignores all terrain (except impassable, walls etc.). - Suffers no penalties when climbing. - Leaps any gap of 2” or less freely (wider gaps are considered impassable). - Not a fighter, may move within 1” of other models. - Can be targeted by ranged or melee attacks, but apply an additional -1 hit modifier. - If hit, the grenade goes off on a 4+, then the rat is removed. At the start of every subsequent round, after rolling for Priority but before activating any fighters, if the bomb delivery rat has not exploded then it will activate again. Choose the direction and move the rat up 6” if all of the conditions apply for the fighter that deployed it is: - Within 9” - Active or Pinned - Passed an Intelligence test Otherwise, if any of the following conditions apply to the fighter, move the rat in a random direction 6”: - Outside 9” - Failed the Intelligence test - Engaged - Seriously Injured - Out of Action Should the rat at any time end its movement within 1” of a fighter (friend & foe), or another bomb delivery rat, roll a D6. On a 2+, the grenade will go off. On a 1, the grenade proves to be a dud and the rat vanishes into the darkness to dwell upon its good fortune. In either case, the rat is removed from play. ### Book of the Redemption **House Cawdor only** Can spend a Basic action (Words of Wrath). Until the End phase, all friendly Faction fighters within 6" (when activating) can use one of the following: - Re-roll the D3 when Charging. - Re-roll hit rolls with a result of 1 (before modifiers). ### Camoelean Elixir **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _Crafted by the best Escher chymists, the camoelean elixir combines with the drinker’s epidermal layers to create an almost perfect camouflage, especially if the user remains perfectly still or is not encumbered by heavy weapons or armour._ A fighter equipped with camoelean elixir may drink it at the start of any of their activations. For the remainder of the battle all ranged hit rolls against the fighter suffer a -2 modifier, while close combat hit rolls suffer a -1 modifier. Additionally, if the fighter is not carrying a weapon with the Unwieldy trait and has a 5+ or worse armour save (not counting field armour), or if they did not move during their previous activation, they may only be targeted by a ranged attack if they are within 6" of the attacker. ### Cult Icon (Corpse Grinder) **Corpse Grinder Cult only** Max 1 per gang. Only available to a single Leader or Champion in the gang. Can spend a Simple action (Enrage): All friendly fighters gain +D3” movement until the End phase of this round if all the following conditions are true: - Readied. - Active. - Completely within 6” :::note - Seems like the D3 is rolled individually for each fighter when they activate. - Nothing prevents the fighter itself from gaining this bonus (Ready remains until the end of the activation) ::: ### Draconic Scales **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** omlu _A rare example of conversion field technology, draconic scales incorporate dozens of tiny energy fields layered within a dermal body suit. Often worn under armour, it is proof against most weapons, negating their penetrative powers._ A fighter equipped with draconic scales cannot have their armour save modified or negated by any rule or trait. ### Grav-Cutter **Van Saar only** _Source: House of Artifice_ A fighter equipped with a grav-cutter increases their Movement characteristic by 2", ignores all terrain, may move freely between levels without restriction, can never fall, and may move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of another fighter’s base. When a fighter equipped with a grav-cutter is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter equipped with a grav-cutter is unable to perform a Take Cover (Basic) action, nor can they voluntarily become Prone and Pinned for any other reason. In addition, a fighter equipped with a grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with a grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1. Should a fighter equipped with a grav-cutter ever become Prone for any other reason (due to being Seriously Injured and then recovering, for example), they are unable to make a Stand Up (Basic) action and must instead make a Stand Up (Double) action, regardless of any other special rules or skills that may otherwise affect their ability to stand up (the Spring Up skill, for example). #### Fly By Attacks A fighter equipped with a grav-cutter is able to use its speed and bulk to strike down enemy fighters as they pass them by. A fighter equipped with a grav-cutter may perform the following action: **Hit & Run (Basic):** This fighter may move a distance up to their Movement characteristic, exactly as if they were making a Move (Simple) action. If, during the course of this movement, the fighter passes over any enemy fighters, nominate one of those fighters to be the target of a single attack, representing this fighter attempting to strike them a glancing blow with the grav-cutter. Make a single hit roll by making a WS check as normal. If this check is passed, resolve a Strength 4, AP -, Damage 1 hit against the target, as if made by a weapon with both the Concussion and Knockback traits. ### Guilder Cartograph While a gang is in possession of this map, the Badzone Environment may be altered. The first Environment can be discarded immediately and replaced by a new. If both gangs have it, roll-off to see who gets to use theirs for this battle. In addition, the gang can deploy 4 loot caskets anywhere on the battlefield. After each use, roll a 4+ or it is no longer valid. ### Mirror Aegis **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _A mirror aegis is typical of the noble trickery common to the spire. The field projects an image of the wearer to a nearby location, drawing away enemies or getting them to turn their backs before the wearer strikes._ The first time a fighter equipped with a mirror aegis is hit by an attack (before wound rolls or armour saves are made) roll a D6. On a 1 resolve the attack as normal, then roll again the next time the fighter is hit by an attack. On a 2+ the attack is negated and the fighter may be placed anywhere within 6" of its current location and the mirror aegis cannot be used again this battle. ### Proximity Auspex **Exclusive** A fighter equipped with a proximity auspex can take the Scan For Threats (Basic) action. **Scan For Threats (Basic):** Select an enemy model within 24". They become Revealed until the end of the current round. ### Psychofamile Pheromone **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _Perfumes, incense and aromas fill the gilded halls of the spire, many crafted to sway the emotions or minds of those who smell them. Psychofamile pheromones work to make those close to the wearer see them as a loved one – usually just before the wearer drives a knife into their chest._ When a model attempts to target a fighter equipped with psychofamile pheromones with a ranged or close combat attack whilst they are within 3" of them (including attacks made as part of a Charge (Double) action) they must first make a Willpower test. If the test is passed, the attack is resolved as normal. If the test is failed, no attack is made and the action is wasted. ### Pyromantic Mantle Melee weapons gain Blaze during this fighter's activation (not for Reaction attacks). ### Radcounter Can never be the random target of a Badzone Event unless there are no other fighters to choose from. ### Ridge Walker **House Cawdor only** While equipped with a Ridge Walker, a fighter gains the Mounted condition and all of its associated rules. In addition, increase the fighter’s Movement characteristic to 9" and the fighter applies a +1 modifier to any Initiative checks they make. ### Rocket Pack **Ash Wastes Nomads only** The first Ammo test for a friendly charge caster within 3" is automatically passed (once per battle per rocket pack). ### Sky Mantle **Ash Wastes Nomads only** A fighter equipped with a sky mantle can take the Hide in the Wastes (Double) action. **Hide in the Wastes (Double):** If this fighter is at least 12" away from the nearest enemy model, they gain the Hidden condition (see the Necromunda: Core Rulebook) even if the current battle is not using the Pitch Black rules. They become Revealed if they move as well as all the normal triggers for becoming Revealed.
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# Personal Equipment This section covers equipment carried by fighters to help them survive the rigours of battle and the harsh environments of the underhive and ash wastes. As well as the equipment readily available in the Trading Post, fighters make use of more outlandish items found in the badzones, and many are not above using illegal items secured through underhanded means. ## Trading Post Personal Equipment ### Archaeotech Device **120 Credits – Rare (13)** _Source: Necromunda Core Rulebook (2023)_ _The underhive is filled with ancient treasures, strange objects from previous ages and wondrous technological devices Mankind has long since lost the ability to create. Of course, these rare pieces of archaeotech, as they are known, are hidden beneath thousands of years of debris and waste, and even should a fighter be fortunate enough to find a genuine archaeotech device, they still need to figure out how it works._ When a player buys an Archaeotech Device from the Trading Post, they won’t know what it does. They must allocate it to one of their fighters and roll on the Archaeotech Device table to determine its type. If an Archaeotech Device is given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again. #### Archaeotech Device Table | D6 | Type | Effect | | :-: | :------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Dangerous | _The fighter accidentally triggers the device as they’re messing about with it._ They immediately go into Recovery and the archaeotech is reduced to a pile of worthless molten slag. | | 2 | Viewer | _The fighter can use the device to view different places, shifting their perspective to almost any point, even if it’s beyond closed doors and solid walls._ A fighter with this device can make the Scan (Simple) action to place a Revealed marker on an enemy fighter within 18". If the fighter is selected to be a sentry, when they are activated, roll a D6 for them. On a 6, they automatically raise the alarm as they spot the enemy sneaking around. | | 3 | Cutting Beam | _The device can be used to focus a cutting beam of great power on a stationary object. Unfortunately, it’s useless as a weapon because both the target and the fighter have to be perfectly still for the beam to focus, but it makes for a good can opener!_ A fighter with this device can make the Laser Cut (Double) action if they are within 1" of a door, loot casket or other damageable piece of terrain. This action inflicts a single automatic hit against the chosen target, resolved with Strength 8 and Damage 3. | | 4 | Lifter | _The device is a sophisticated form of suspensor which can negate or lessen gravity for its bearer, allowing them to float up or down for a limited period._ When making a Move or Charge action, the fighter ignores all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls, and may not end their movement with their base overlapping an obstacle or another fighter’s base. | | 5 | Holo Projector | _The device functions as a holo projector and can be used to make the fighter appear a short distance away from where they really are._ This gives the fighter a 4+ field armour save. As soon as the saving throw is failed, the projector stops working for the rest of the battle. Also note that the holo projector is useless against close combat attacks and weapons with the Template or Blast traits. | | 6 | Weapon | _The device is a powerful and compact weapon. It is only pistol-sized but it is as effective as a much larger piece of ordnance._ Roll a D6 to find out what it is:<table><thead><tr><td>D6</td><td>Result</td></tr></thead><tbody><tr><td>1-2</td><td>Boltgun</td></tr><tr><td>3</td><td>Flamer</td></tr><tr><td>4</td><td>Meltagun</td></tr><tr><td>5</td><td>Plasma gun</td></tr><tr><td>6</td><td>Grenade launcher with frag grenades.</td></tr></tbody></table>The weapon has the standard profile for a weapon of its type but with the addition of the Sidearm trait. Because the weapon is compact and self- maintaining it can be used by anyone, not just Specialists, Champions or Leaders. | ### Armoured Undersuit **25 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ An armoured undersuit may be worn in addition to any armour type, with the exception of an armoured bodyglove. If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured undersuit grants a 6+ save. ### Bio-Booster **35 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the biobooster can discard one of them. ### Bio-Scanner **30 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ If a fighter with a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner) is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if the attackers are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails). ### Blind Snake Pouch **60 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Sump shamans are strange underhive mystics believed to be able to commune with the spirits of the hive. Whether or not this is true, the fetishes they make are highly sought after and reputed to be able to protect a fighter from harm._ A fighter with a Blind Snake Pouch gains the Dodge skill. If they already have the Dodge skill then they will successfully dodge attacks on a D6 roll of 5 or 6 rather than just a roll of 6. In addition, when making a dodge against an attack made by a fighter using the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill, the dodge will succeed on a D6 roll of 4, 5 or 6. ### Cameleoline Cloak **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Cameleoline is a much sought-after material within the Imperium, and is commonly used by the armies of the Emperor for stealth and scout troops. On Necromunda, some examples of the material can be found in the underhive, stitched into more common clothing or as an extra layer on a cloak, allowing the wearer to seemingly vanish if they stand still._ If the wearer of a Cameleoline cloak did not move during their activation, ranged attacks made against them suffer a -2 to hit until the start of their next activation. ### Chem-Synth **15 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ At the start of their activation, a Standing and Active or Standing and Engaged fighter with a chem-synth can choose to make an Intelligence test. If the test is passed, any Gas or Toxin weapons they use until the end of their activation are enhanced and the target's Toughness is treated as being 1 lower when resolving those attacks. ### Chrono-Crystal **500 Credits – Illegal (14)** _Source: Necromunda Core Rulebook (2023)_ _The opportunity to acquire one of Bald Bryen’s Chronocrystals is vanishingly rare, and possession of such an item will not only result in the owner earning the eternal enmity of the infamous mayor of Rust Town, but may also lead to them crossing paths with the Ordo Chronos in the future (or, perhaps, in the past…)._ Certain scenario special rules will detail the ways in which a Chrono-crystal can be used. ### Cred Sniffer **35 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Cred Sniffers are modified auspexes created by enterprising archaeo-thieves. They literally sniff out the rare alloys in cred chits and direct the user to their location._ If a fighter equipped with a Cred Sniffer was part of a battle and was not taken Out of Action or Prone and Seriously Injured, at the end of the battle they earn 4D6 credits for their gang. A gang can only benefit from the effects of one Cred Sniffer at a time. ### Cult Icon _Source: Necromunda Core Rulebook (2023)_ Unlike other items of Wargear, a gang may only purchase a single Cult Icon. This item must be carried by a fighter with both the Gang Hierarchy (X) and Group Activation (X) special rules. When a fighter that is carrying a Cult Icon uses the Group Activation (X) special rule, they may activate one additional Ready friendly fighter, meaning that a fighter with the Group Activation (2) special rule may activate three additional fighters, whilst a fighter with the Group Activation (1) special rule may activate two additional fighters. ### Data-Thief **35 Credits – Illegal (10)** _Source: Necromunda Core Rulebook (2023)_ _Data-thief slates monitor enemy comms and farm useful information from Necromunda’s various vox- nets._ If a crew includes at least one fighter equipped with a Data-thief, at the start of the battle they can make their opponent randomly reveal one of their gang tactics. ### Dome Runner Map **100 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _(previously called the Ratskin map - RIP Ratskins)_ _Dome Runners often map out sections of the hive based on their extensive explorations. These maps are jealousy guarded by individual Dome Runners, often written in code and covered with strange symbols marking out hidden stashes or secret pathways to lost sections of the underhive. Rarely, one of these maps might fall into the hands of an underhive trader, though copies and fakes are common, some leading to great treasures, others perilous badzones._ Before a gang with a Dome Runner Map rolls to determine the scenario as part of the pre-battle sequence, they can declare they are using their Dome Runner Map. If both gangs have a Dome Runner Map, they should roll off to see whose gang gets to use theirs for this battle – capitalising on the map’s information before their opponent can. The player then rolls on the Dome Runner Map table to see how valuable the information on it is. Note, once the type of map is determined, it remains the same, and provided it is worth something, a gang may use it again in the pre-battle sequence of subsequent battles. #### Dome Runner Map Table | D6 | Type | Effect | | :-: | :------------------ | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Fake | Instead of rolling for the scenario as normal, your opponent chooses the scenario for this battle. Remove the Dome Runner Map from your gang roster. | | 2 | Worn and Incomplete | After making the roll to determine the scenario, you may add or subtract 1 from the result. | | 3 | Treasure Map | Roll another D6. On a 1-5, the map is a Fake (see above). On a 6, it is a genuine treasure map. If your gang wins the scenario, they can add D6x20 credits to their Stash in addition to any other rewards. | | 4 | Ancient and Faded | After making the roll to determine the scenario, you may add or subtract 2 from the result. | | 5 | Secret Pathways | D3 fighters in your gang gain the Infiltrate skill for the duration of this scenario. | | 6 | Recent and Accurate | After making the roll to determine the scenario, you may add or subtract up to 3 from the result. | ### Drop Rig **10 Credits** _Source: Necromunda Core Rulebook (2023)_ An Active fighter with a drop rig can make the Descend (Basic) action while they are within 1" of the edge of a platform: **Descend (Basic):** The fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground. ### Falsehood **40 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _When this device is activated it projects a distortion field that changes the wearer’s appearance, making them appear as someone else._ A fighter equipped with a Falsehood cannot be targeted by ranged or melee attacks or enemy psychic powers, and will not cause the alarm to be raised if spotted by a sentry in a battle using the Sneak Attack rules. These effects last until the fighter makes a melee or ranged attack, uses a psychic power on an enemy fighter, or until the End phase of the second round. At this point their suspicious or openly hostile acts give them away, the illusion is dispelled and the hood has no further effect. ### Filter Plugs **10 Credits** _Source: Necromunda Core Rulebook (2023)_ If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is increased by 1 for the purposes of the roll to see whether they are affected. Filter plugs are one use; if a fighter uses them during a battle, they are removed from their Fighter card when the battle ends. ### Frenzon Collar **30 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _A method of control, the Frenzon collar is usually found clamped around the necks of unwilling penal troopers, where its cocktail of combat drugs drives them into battle at the behest of their masters. Underhive gangers sometimes wear these collars willingly into combat, or as part of a dare._ A fighter equipped with a Frenzon collar is considered to be permanently under the effects of Frenzon (see [Chems: Frenzon](/docs/armoury/chems#frenzon)). In addition, each collar comes with a master motivator. At the start of the battle, the player must decide if their Leader or one of their Champions is carrying the master motivator. When the Leader or Champion with the master motivator makes a group activation, they may include models wearing Frenzon collars (up to the normal number of fighters they may group activate) regardless of where they are on the battlefield. Note that if a gang includes more than one fighter equipped with a Frenzon collar, they will only ever have a single master motivator which governs all collars in the gang. ### Forged Guilder Seal **55 Credits – Illegal (11)** _Source: Necromunda Core Rulebook (2023)_ _Truly decent forged documents are a rarity in the underhive, and ones good enough for a ganger to pass themselves off as a Guilder even more so – though they do exist. Only the boldest criminals pretend to be Guilders, however, for the consequences of being discovered and caught involves a long and painful execution._ When a fighter with a Forged Guilder Seal visits the Trading Post, they reduce the Rarity of Items by 2. In addition, the prices of any items they buy are reduced by 3D6 credits to a minimum of 10 credits. However, if they roll a double 1 or double 6 when reducing the price of an item, they have been discovered. The item is bought as normal, however, the seal is then removed from their Fighter card, and the fighter’s gang are declared Outlaws. ### Grapnel Launcher **25 Credits** _Source: Necromunda Core Rulebook (2023)_ An Active fighter with a grapnel launcher can make the following action: **Grapnel (Double):** The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. ### Grav-Chute **50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ If a fighter with a grav-chute falls or jumps down to a lower level, they do not suffer any damage – they simply move down without any rolls being made. ### Halo Device **250 Credits – Illegal (14)** _Source: Necromunda Core Rulebook (2023)_ _From the forlorn regions beyond the edge of the Imperium, intrepid Rogue Traders sometimes bring back strange objects. Known as Halo devices, these alien artefacts are often imbued with ancient energies, able to sustain their owners even beyond death, though often at a cost to others._ When a fighter equipped with a Halo device suffers a Lasting Injury (including Memorable Death), their player can choose another member of their gang to suffer all the effects of the Lasting Injury instead (treat the fighter equipped with the Halo device as having suffered the Out Cold result instead). Note that if the fighter was taken Out of Action they are still removed from the battle, while the fighter chosen to suffer the Lasting Injury remains on the battlefield unless the result was a 61-66, in which case they are removed. ### Harrier-Skulls **40 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _With every innovation in combat there is usually a counter-innovation to defeat it. Harrier-skulls are a kind of servo-skull designed to act as decoys for Grapplehawks and other hunting beasts._ If an Exotic Beast wants to make an attack against a fighter equipped with Harrier-skulls, it must first pass an Intelligence test – otherwise the Attack action fails and is wasted. If the owner of the Exotic Beast is within 3" of the target of the attack, the beast may use its owner’s Intelligence for the test instead. ### Hexagrammic Fetish **35 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ Badzone peddlers and sumphole wise women often sell charms and fetishes ‘guaranteed’ to offer protection. The truly astonishing thing is some of these charms actually work! When a fighter buys a Hexagrammic Fetish, they must roll a D6. On a 1, the fetish is rubbish, though the fighter can sell it on to an unsuspecting underhiver for 3D6 credits. On a 2-5, it has some power, and if a Psyker targets the fighter with a psychic power, the Psyker suffers a -1 to their Willpower test. On a 6, the fetish has some real juice; it works as above except the Psyker will suffer a -3 to their Willpower test. ### Holochromatic Field **100 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _A Holochromatic field surrounds its wearer in an aura of scintillating colours._ Ranged attacks against a fighter with a Holochromatic field suffer a -2 to hit, while melee attacks against them suffer a -1 to hit. Each time the fighter is targeted with an attack, roll a D6. On a 1, the Holochromatic field has been drained and has no effect for the rest of this battle. Fighters wearing an active Holochromatic field count as always having a revealed marker on them in scenarios using the Pitch Black rules. A Holochromatic field cannot be combined with Cameleoline Cloaks or similar devices that make the wearer harder to see. ### Industrial Respirator **30 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ _Respirators are a common sight in the underhive, offering some measure of protection against airborne hazards. Most are ancient things, their filters clogged with years of filth and barely functioning. Sometimes gangers might get their hands on a batch of newly minted respirators, and even some of the rare heavy industrial breathing apparatus reserved for Helmawr’s personal guard or outerhive work crews._ An Industrial Respirator adds 3 to a fighter’s Toughness, or 4 if combined with a Hazard Suit, against attacks from weapons with the Gas trait. In addition, an Industrial Respirator contains a limited air supply. Once per battle, when a fighter with an Industrial Respirator is activated, they can declare they are using its air supply. Until the fighter is activated again, they gain immunity to Gas attacks, can act normally while on fire (though they may still take damage) and may ignore effects keyed to breathing or air quality. ### Lho Sticks **5 Credits** _Source: Necromunda Core Rulebook (2023)_ _A fighter equipped with lho sticks is considered to be ‘cool’ by the more gullible members of their gang._ Any friendly fighter with an Intelligence characteristic of 8+ or worse may use this fighter’s Cool characteristic instead of their own if they are within 6" and line of sight of this fighter. ### Lock-Punch **10 Credits** _Source: Necromunda Core Rulebook (2023)_ _Lock-punches are crude pneumatic devices used to smash locks out of doors and force them open._ A fighter equipped with a lock-punch can use it when they are taking the [Force Door (Basic)](/docs/the-rules/fighter-actions#force-door-basic) action to add 4 to their Strength. Doors opened with lock-punches are permanently damaged and must be removed from the battlefield. ### Magnacles **20 Credits** _Source: Necromunda Core Rulebook (2023)_ _Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place._ A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative test to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll. ### Malefic Artefact **90 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ _Malefic Artefacts are objects of the Warp or those that have lingered in the hands of corrupted individuals._ When a player buys a Malefic Artefact from the Trading Post, they won’t know what it does. They must allocate it to one of their fighters and roll a D6 on the Malefic Artefacts table to determine its type. If a Malefic Artefact is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the artefact as normal from now on. If they fail, they wait until their next battle to try to activate the artefact again. #### Malefic Artefacts Table | D6 | Type | Effect | | :-: | :----------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Cursed Artefact | The fighter accidentally triggers the artefact as they’re messing about with it. The Malefic Artefact mysteriously vanishes and the fighter begins their next battle with the Insane condition. | | 2 | Whisper Vox | Hidden truths issue forth from the artefact, informing its bearer as to the intentions of those around them. The fighter gains the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill. If they already have the Overwatch skill, they can take the Aim (Basic) action in addition to the Shoot (Basic) action when using this skill. | | 3 | Void Gate | The artefact is a gateway to a dark yawning void that the fighter may open to sap the strength of those around them. The fighter can perform the Unleash the Void (Double) action. If they take this action, for the remainder of the round, all other fighters within 6" of them can only take a single action during their activation. | | 4 | Aetheric Lantern | When the artefact is activated, it acts as a beacon to the denizens of the Warp who would feast upon the dead and dying. The fighter can perform the Ignite Aetheric Lantern (Double) action. If they do, any Prone and Seriously Injured fighter within 12" of them must pass a Toughness check or go Out of Action. | | 5 | Chronoscope | Time works differently around the artefact, sometimes speeding up, sometimes slowing down. When the fighter activates, roll a D6. On a 1, they may take no actions this round. On a 2-5, they can take an extra action this round. On a 6, after they complete their activation they may be placed anywhere within 12" of their current location. | | 6 | Terror Telepathica | Dire thoughts are projected from the artefact driving all those nearby mad. The fighter gains immunity to the Insane condition. Any other fighter that activates within 6" of the fighter must immediately pass a Willpower test or gain the Insane condition. | ### Medicae Kit **30 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ When a fighter with a medicae kit assists a friendly fighter’s Recovery test, roll an extra Injury dice then choose one to discard. ### Mnemonic Inload Spike **100 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _Adeptus Mechanicus Tech-Priests use Mnemonic Inload Spikes for the swift transfer of data from one cortex to the next. Each spike contains potential secrets and skills that the user can inload directly to their brain, though for those without the proper cybernetic interfaces the process can be fatal._ When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table (re-roll any results of Bitter Enmity or Captured). If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang’s stash. ### Photo-Goggles **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition. ### Photo-Lumen **20 Credits** _Source: Necromunda Core Rulebook (2023)_ Commonly carried by Palanite Enforcers, a model that is equipped with a photo-lumen increases the value of X" in the Visibility (X") rule by 9". However, when the Visibility (X") rules are in effect, a fighter equipped with a photo-lumen cannot be Hidden – they are instead always subject to the Revealed condition due to the bright light emanating from their gear. ### Psi-Grub **50 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _Psi-grubs are alien parasites that feed upon psychic power. When bloated with the energies of the Immaterium, they can then be used to fuel psychic abilities._ Whenever a fighter with a Psi-grub uses a psychic power or is the target of a psychic power, place a Psi-grub token on their Fighter card after working out the effects of the power. Once there is at least one Psi-grub token on the fighter’s card, they can attempt to use the Psi-grub whenever they manifest a psychic power. To trigger the Psi-grub, the fighter makes a Tap Psi-grub (Basic) Action and rolls a D6. If the result is equal to or lower than the number of Psi-grub tokens on their Fighter card, the Psi-grub is triggered, otherwise there is no effect. When the Psi-grub is triggered, remove all Psi-grub tokens from the fighter’s card and immediately use one of the fighter’s psychic powers just as if they had taken a Wyrd Power (X) action (see [Using Wyrd Powers](/docs/the-rules/psykers#using-wyrd-powers)). This action does not require the fighter to make a Willpower test. If there are ever six tokens on the fighter’s card, the Psi-grub immediately explodes! Remove all the tokens and the Psi-grub from the fighter’s card and roll an Injury dice for the fighter. ### Respirator **15 Credits** _Source: Necromunda Core Rulebook (2023)_ When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected. ### Sanctioning Writ **25 Credits – Illegal (10)** _Source: Necromunda Core Rulebook (2023)_ _A Sanctioning Writ is an official document penned and signed by the Merchants Guild granting its bearer the right to set bounties on the enemies of Necromunda. Sometimes, these are stolen from Guilders – signed but without the subject of the Bounty filled in – and are used by gangs to put an official target on their rivals._ A fighter can use a Sanctioning Writ to place a Bounty on any member of a Law Abiding gang (see [Claim Bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties)). This Bounty remains in place until it is fulfilled, the targeted fighter dies or the campaign comes to an end. A Sanctioning Writ can only be used once, after which it is lost, and a fighter can only have one Bounty on their head at a time. ### Second Best **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Second Best, as the name suggests, is what you drink when you don’t have the creds for anything better. The exact contents of a bottle of Second Best vary from settlement to settlement, but are usually a cocktail of drinking-hole dregs, fermented fungi and gun oil (to make it go down smooth!). A few swigs of Second Best will bolster a fighter’s courage, but too much can lead to blindness, unconsciousness and even death._ A fighter with a bottle of Second Best can make the Take a Swig (Simple) action. After they take this action, roll a D6. On a 1, 2 or 3, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card. #### Second Best Intoxication Table | Intoxicated Markers | Effect | | :-----------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Feeling Good:** -1 to ranged attack hit rolls, +1 to the result of Cool tests. | | 2 | **Getting Unsteady:** -2 to ranged attack hit rolls, +2 to the result of Cool tests. If the fighter makes two Move actions in a row, they must pass an Initiative test after completing the second action or become Prone and Pinned. | | 3+ | **Blind Drunk:** -3 to ranged attack hit rolls and -1 to melee attack hit rolls, +3 to the result of Cool tests. When the fighter makes a Move action, instead of using the fighter’s Movement characteristic, move the fighter D6" in a direction determined by the Scatter dice. | ### Servo Harness _Source: Necromunda Core Rulebook (2023)_ Usually seen in manufactoria, cargo haulage and storage depots, a servo harness greatly enhances the wearer’s strength and endurance, taking the load off their own body and onto itself. Unsurprisingly, many gang fighters find these benefits appealing in their line of work. **Partial:** _130 credits – Rare (12)_ A fighter wearing a partial servo harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo harness be lost or cease to function for any reason. Additionally, a fighter wearing a partial servo harness gains the benefits of suspensors on any Unwieldy weapon they carry. However, a fighter wearing a partial servo harness reduces their Movement and Initiative by 1. This item cannot be combined with a servo claw or any other type of servo harness. **Full:** _160 credits – Rare (12)_ A fighter wearing a full servo harness gains all of the benefits of a partial servo harness, but without the negative modifiers to Movement and Initiative. This item cannot be combined with a servo claw or any other type of servo harness. ### Skinblade **10 Credits** _Source: Necromunda Core Rulebook (2023)_ If the fighter is Captured at the end of a battle, they can use their skinblade to attempt to escape. If they do then add +2 to the dice roll to escape, if the attempt is successful then the skinblade is lost and removed from their Fighter card. ### Stimm-Slug Stash **30 Credits – Rare (7)** _Source: Necromunda Core Rulebook (2023)_ Once per battle, a fighter with a stimm-slug stash can use it at the start of their activation. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter. ### Strip Kit **15 Credits** _Source: Necromunda Core Rulebook (2023)_ When a fighter with a strip kit makes an Intelligence test to operate a door terminal or bypass the lock on a loot casket, add 2 to the result. ### Suspensor Harness **40 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Underhivers are nothing if not resourceful when it comes to repurposing gear for their needs. The suspensor harness is such a device, a collection of belts and components from a heavy weapon suspensor array allowing the wearer to carry excessive amounts of equipment. While Guilder slaves and Badzones prospectors might use them to carry heavy loads, gangers mainly use them to sling extra weapons on their back._ A fighter equipped with a suspensor harness may carry four weapons rather than three, while a Hired Gun Bounty Hunter with a suspensor harness may carry six weapons rather than five. As usual, weapons marked on the Equipment List with (\*) take up the space of two weapons. ### Threadneedle Worms **45 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ Threadneedle worms are a deadly bio-weapon able to ravage an area of life in seconds. The lethality of Threadneedle worms makes them an ideal weapon of last resort for gangers who don’t care about collateral damage. A fighter equipped with Threadneedle worms can unleash them by taking the **Can of Worms (Basic)** action. Threadneedle worms can only be used once, after which they are removed from the fighter’s card. When Threadneedle worms are used, roll a D6 on the Threadneedle Worms table. #### Threadneedle Worms Table | D6 | Result | | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **The Worms Turn:** Roll an Injury dice for the fighter using the Threadneedle Worms. | | 2-3 | **A Few Live Worms:** Place a 5" Blast marker anywhere within D6" of the fighter then roll an Injury dice for each fighter under the marker. | | 4-5 | **A Few More Live Worms:** Place a 5" Blast marker anywhere within D6" of the fighter, then place two additional 5" Blast markers so they are in contact with the first marker. Roll an Injury dice for each fighter under any of the markers. | | 6 | **A Can Full of Worms:** Roll an Injury dice for every enemy fighter on the battlefield, treating Out of Action results as Seriously Injured. | ### Web Solvent **25 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ When a fighter equipped with web solvent makes a Recovery check due to the Webbed condition, roll an extra Injury dice, picking one of the dice to resolve it and discarding the other. Additionally, when a fighter equipped with web solvent assists a fighter subject to the Webbed condition with a Recovery test, roll an extra two Injury dice and choose which one to apply. ### Wild Snake **30 Credits** _Source: Necromunda Core Rulebook (2023)_ _About the ‘finest’ booze around, Wild Snake is the go-to drink for underhivers with creds in their pocket and an iron liver. Each bottle contains the skinned and pickled remains of a ‘snake’, giving the liquor both its name and a sharp bitter taste on account of the snake venom. Gangs prize bottles of Wild Snake both because it is a quick and easy path to inebriation, but also because of the fabled ‘Snake Courage’ it can imbue!_ A fighter with a bottle of Wild Snake can make the Take a Swig (Simple) action. After they make this action, roll a D6. On a 1 or 2, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card: #### Wild Snake Intoxication Table | Intoxicated Markers | Effect | | :-----------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **A Good Buzz:** -1 to ranged attack hit rolls, +2 to the result of Cool tests. | | 2 | **Seeing Double:** -1 to ranged attack hit rolls, +3 to the result of Cool tests. When making ranged attack hit rolls after choosing a target, randomise the actual target of the attack between the intended target and any model (friend or foe) within 6" of them. | | 3+ | **Snake Courage!:** -2 to ranged attack hit rolls, automatically pass any Cool tests. | ### Xenoculum **80 Credits – Illegal (12)** _Source: Necromunda Core Rulebook (2023)_ _A Xenoculum can represent any number of esoteric alien devices, the true purposes of which only becomes apparent through experimentation. When a player buys a Xenoculum from the Trading Post, they won’t know what it does._ They must allocate it to one of their fighters and roll a D6 on the Xenoculum table to determine its type. If a Xenoculum is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again. #### Xenoculum Table | D6 | Type | Effect | | :-: | :----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Alien Trap | The fighter accidentally triggers the Xenoculum as they’re messing about with it. They immediately go into recovery and the Xenoculum is reduced to a collection of junk. | | 2 | Xenos Claws | The Xenoculum moulds itself to the fighter’s hands, lengthening into a pair of lethal claws. The fighter’s unarmed attacks become S+2 D2 and gain the Power trait. While the fighter is equipped with the Xenoculum, any attacks they make with ranged weapons suffer a -2 to hit. | | 3 | Ghost Form | The Xenoculum is a powerful transmatter convertor, allowing its user to slip out of sequence with reality for short periods. Whenever the fighter activates, they can enter ghost form. This state persists until their next activation. While in ghost form, the fighter ignores all terrain, the effects of falling and all attacks with the exception of psychic powers. However, they cannot make attacks themselves or interact with their environment in any way. Each time the fighter enters ghost form, they must roll a D6. On a 4+, the Xenoculumhas expended its charge and cannot be used again during the battle but will recharge in time for the next battle. | | 4 | Horror Aura | A subliminal animalistic howl constantly screams forth from the Xenoculumand only its user is immune to its effects. Whenever the fighter activates, each other fighter, friend or foe, within 6" must make a Nerve test or become Broken. | | 5 | Alien Chem-factory | Strange mechanisms concoct alien chems within the Xenoculum, dispensing them as the fighter desires. The fighter rolls two extra Injury dice when making Recovery rolls, or assisting another Prone and Seriously Injured fighter in the Recovery phase, and chooses the dice they wish to take effect. In addition, in the post-battle sequence, one member of the fighter’s crew can make a Medical Escort action for free. | | 6 | Brain Booster | A cranial spike allows the Xenoculum to be affixed to the fighter’s brain, greatly boosting their cognitive function. The fighter adds 5 to the dice roll when making an Intelligence test. In addition, each time the fighter would gain Experience, they gain one additional point of Experience. | ## Exclusive Personal Equipment ### Arachni-Rig Jump Boosters **Van Saar only** _Source: The Aranthian Succession: Ruins of Jardlan_ Once per activation, a fighter equipped with Arachni-rig jump boosters may choose to use them when they perform either a Move (Simple) or a Charge (Double) action. When they do so they add 3" to their Movement characteristic for the duration of the action. When a fighter moves with the aid of Arachni-rig jump boosters, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter’s movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down). Should a fighter use Arachni-rig jump boosters when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic. ### Ash Waste Grav-cutter **Van Saar only, 65 Credits** _Source: The Aranthian Succession: Ruins of Jardlan_ :::info GRAV-CUTTERS IN THE ASH WASTES When founding a gang for an Ash Wastes Campaign, grav-cutters count as Wargear that grants the Mounted condition. However, grav-cutters may still be used in battles that do not allow Wargear that grants the Mounted condition (note this does not allow ash waste grav-cutters to be used in these battles). ::: A fighter equipped with an ash waste grav-cutter increases their Movement characteristic by 2" and becomes subject to the Mounted condition. **Anti-grav Platform:** A fighter equipped with an ash waste grav-cutter may ignore all terrain, move freely between levels without restriction, never falls and can move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of an enemy fighter’s base. Additionally, a fighter equipped with an Ash Waste Grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with an ash waste grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1. **Hands Free:** A fighter equipped with an ash waste grav-cutter ignores the Hands Full rule due to the Mounted condition. **Auto-gyro Stabilisation:** A fighter equipped with an Ash Waste Grav-cutter applies a +2 modifier to the Initiative test to avoid being pinned when hit by attempting to perform the Stand Up (Basic) action. ### Ash Cloak **Ash Wastes Nomads only** ### Bomb Delivery Rats **House Cawdor only** If equipped with a grenade, spend a Basic action (Prime Bomb Rat) action: - Make an Ammo roll as if used normally. - Place the bomb delivery rat B2B. - Make an Intelligence test to try to affect where the rat moves: - Pass: Move 6" in a chosen direction. - Fail: Move 6" in a random direction. Rat movement: - Ignores all terrain (except impassable, walls etc.). - Suffers no penalties when climbing. - Leaps any gap of 2” or less freely (wider gaps are considered impassable). - Not a fighter, may move within 1” of other models. - Can be targeted by ranged or melee attacks, but apply an additional -1 hit modifier. - If hit, the grenade goes off on a 4+, then the rat is removed. At the start of every subsequent round, after rolling for Priority but before activating any fighters, if the bomb delivery rat has not exploded then it will activate again. Choose the direction and move the rat up 6” if all of the conditions apply for the fighter that deployed it is: - Within 9” - Active or Pinned - Passed an Intelligence test Otherwise, if any of the following conditions apply to the fighter, move the rat in a random direction 6”: - Outside 9” - Failed the Intelligence test - Engaged - Seriously Injured - Out of Action Should the rat at any time end its movement within 1” of a fighter (friend & foe), or another bomb delivery rat, roll a D6. On a 2+, the grenade will go off. On a 1, the grenade proves to be a dud and the rat vanishes into the darkness to dwell upon its good fortune. In either case, the rat is removed from play. ### Book of the Redemption **House Cawdor only** Can spend a Basic action (Words of Wrath). Until the End phase, all friendly Faction fighters within 6" (when activating) can use one of the following: - Re-roll the D3 when Charging. - Re-roll hit rolls with a result of 1 (before modifiers). ### Camoelean Elixir **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _Crafted by the best Escher chymists, the camoelean elixir combines with the drinker’s epidermal layers to create an almost perfect camouflage, especially if the user remains perfectly still or is not encumbered by heavy weapons or armour._ A fighter equipped with camoelean elixir may drink it at the start of any of their activations. For the remainder of the battle all ranged hit rolls against the fighter suffer a -2 modifier, while close combat hit rolls suffer a -1 modifier. Additionally, if the fighter is not carrying a weapon with the Unwieldy trait and has a 5+ or worse armour save (not counting field armour), or if they did not move during their previous activation, they may only be targeted by a ranged attack if they are within 6" of the attacker. ### Cult Icon (Corpse Grinder) **Corpse Grinder Cult only** Max 1 per gang. Only available to a single Leader or Champion in the gang. Can spend a Simple action (Enrage): All friendly fighters gain +D3” movement until the End phase of this round if all the following conditions are true: - Readied. - Active. - Completely within 6” :::note - Seems like the D3 is rolled individually for each fighter when they activate. - Nothing prevents the fighter itself from gaining this bonus (Ready remains until the end of the activation) ::: ### Draconic Scales **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** omlu _A rare example of conversion field technology, draconic scales incorporate dozens of tiny energy fields layered within a dermal body suit. Often worn under armour, it is proof against most weapons, negating their penetrative powers._ A fighter equipped with draconic scales cannot have their armour save modified or negated by any rule or trait. ### Grav-Cutter **Van Saar only** _Source: House of Artifice_ A fighter equipped with a grav-cutter increases their Movement characteristic by 2", ignores all terrain, may move freely between levels without restriction, can never fall, and may move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of another fighter’s base. When a fighter equipped with a grav-cutter is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter equipped with a grav-cutter is unable to perform a Take Cover (Basic) action, nor can they voluntarily become Prone and Pinned for any other reason. In addition, a fighter equipped with a grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with a grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1. Should a fighter equipped with a grav-cutter ever become Prone for any other reason (due to being Seriously Injured and then recovering, for example), they are unable to make a Stand Up (Basic) action and must instead make a Stand Up (Double) action, regardless of any other special rules or skills that may otherwise affect their ability to stand up (the Spring Up skill, for example). #### Fly By Attacks A fighter equipped with a grav-cutter is able to use its speed and bulk to strike down enemy fighters as they pass them by. A fighter equipped with a grav-cutter may perform the following action: **Hit & Run (Basic):** This fighter may move a distance up to their Movement characteristic, exactly as if they were making a Move (Simple) action. If, during the course of this movement, the fighter passes over any enemy fighters, nominate one of those fighters to be the target of a single attack, representing this fighter attempting to strike them a glancing blow with the grav-cutter. Make a single hit roll by making a WS check as normal. If this check is passed, resolve a Strength 4, AP -, Damage 1 hit against the target, as if made by a weapon with both the Concussion and Knockback traits. ### Guilder Cartograph While a gang is in possession of this map, the Badzone Environment may be altered. The first Environment can be discarded immediately and replaced by a new. If both gangs have it, roll-off to see who gets to use theirs for this battle. In addition, the gang can deploy 4 loot caskets anywhere on the battlefield. After each use, roll a 4+ or it is no longer valid. ### Mirror Aegis **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _A mirror aegis is typical of the noble trickery common to the spire. The field projects an image of the wearer to a nearby location, drawing away enemies or getting them to turn their backs before the wearer strikes._ The first time a fighter equipped with a mirror aegis is hit by an attack (before wound rolls or armour saves are made) roll a D6. On a 1 resolve the attack as normal, then roll again the next time the fighter is hit by an attack. On a 2+ the attack is negated and the fighter may be placed anywhere within 6" of its current location and the mirror aegis cannot be used again this battle. ### Proximity Auspex **Exclusive** A fighter equipped with a proximity auspex can take the Scan For Threats (Basic) action. **Scan For Threats (Basic):** Select an enemy model within 24". They become Revealed until the end of the current round. ### Psychofamile Pheromone **[Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire)** only _Perfumes, incense and aromas fill the gilded halls of the spire, many crafted to sway the emotions or minds of those who smell them. Psychofamile pheromones work to make those close to the wearer see them as a loved one – usually just before the wearer drives a knife into their chest._ When a model attempts to target a fighter equipped with psychofamile pheromones with a ranged or close combat attack whilst they are within 3" of them (including attacks made as part of a Charge (Double) action) they must first make a Willpower test. If the test is passed, the attack is resolved as normal. If the test is failed, no attack is made and the action is wasted. ### Pyromantic Mantle Melee weapons gain Blaze during this fighter's activation (not for Reaction attacks). ### Radcounter Can never be the random target of a Badzone Event unless there are no other fighters to choose from. ### Ridge Walker **House Cawdor only** While equipped with a Ridge Walker, a fighter gains the Mounted condition and all of its associated rules. In addition, increase the fighter’s Movement characteristic to 9" and the fighter applies a +1 modifier to any Initiative checks they make. ### Rocket Pack **Ash Wastes Nomads only** The first Ammo test for a friendly charge caster within 3" is automatically passed (once per battle per rocket pack). ### Sky Mantle **Ash Wastes Nomads only** A fighter equipped with a sky mantle can take the Hide in the Wastes (Double) action. **Hide in the Wastes (Double):** If this fighter is at least 12" away from the nearest enemy model, they gain the Hidden condition (see the Necromunda: Core Rulebook) even if the current battle is not using the Pitch Black rules. They become Revealed if they move as well as all the normal triggers for becoming Revealed.
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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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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 8+ | 5+ | **Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](/docs/armoury/special-weapons#rad-gun), [plasma gun](/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](/docs/armoury/armour#carapace), [Arachni-rig jump boosters](/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------- | :-----: | | A Van Saar Ash Wastes Arachni-rig may replace its plasma gun with a flamer | +40 | | A Van Saar Ash Wastes Arachni-rig may replace its rad gun with a harpoon launcher | +40 | </details> <details className=""> <summary>Special Rules</summary> **Van Saar Protective Gear:** Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). **Superior Weapons Array:** Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed. </details> <details className=""> <summary>Skill Access</summary> A Van Saar 'Ash Wastes' Arachni-rig has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | - | Secondary | - | - | Secondary | - | - | Primary | - | </details> <details className="lore"> <summary>Lore</summary> _The Arachnika Ash-jumper is a wasteland variant of the Van Saar Arachni-rig. More heavily armoured and equipped with an array of heavy weapons, Van Saar wasteland gangs and expeditions often use it in place of rigs and runners, especially when operating in dangerous or difficult environments. The Arachnika has proven its worth time and again against enemy vehicles and nomad war parties, the former often caught off-guard by its speed and the latter often unable to smash through its thick plating. Its heavy weaponry is more than the equal of enemy armour – lascannon blasting through the sides of Cargo-8s, plasma guns vaporising enemy fighters and flamers incinerating anything that strays too close. Even its harpoon launcher allows it to drag foes closer or plunder cargo with a well-placed shot, while its ability to take to the air on a plume of ash and flame as its jump boosters kick in, allows it to both leap free of trouble or drop into the midst of its foes unexpectedly. A favoured tactic of Arachnika pilots is to jump from cover up into the low choking cloud cover of the ash wastes, before descending without warning to either carve apart a vehicle with their guns or crush unwary fighters under its metal bulk, before leaping away again into the clouds._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 8+ | 5+ | **Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](/docs/armoury/special-weapons#rad-gun), [plasma gun](/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](/docs/armoury/armour#carapace), [Arachni-rig jump boosters](/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------- | :-----: | | A Van Saar Ash Wastes Arachni-rig may replace its plasma gun with a flamer | +40 | | A Van Saar Ash Wastes Arachni-rig may replace its rad gun with a harpoon launcher | +40 | </details> <details className=""> <summary>Special Rules</summary> **Van Saar Protective Gear:** Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). **Superior Weapons Array:** Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed. </details> <details className=""> <summary>Skill Access</summary> A Van Saar 'Ash Wastes' Arachni-rig has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | - | Secondary | - | - | Secondary | - | - | Primary | - | </details> <details className="lore"> <summary>Lore</summary> _The Arachnika Ash-jumper is a wasteland variant of the Van Saar Arachni-rig. More heavily armoured and equipped with an array of heavy weapons, Van Saar wasteland gangs and expeditions often use it in place of rigs and runners, especially when operating in dangerous or difficult environments. The Arachnika has proven its worth time and again against enemy vehicles and nomad war parties, the former often caught off-guard by its speed and the latter often unable to smash through its thick plating. Its heavy weaponry is more than the equal of enemy armour – lascannon blasting through the sides of Cargo-8s, plasma guns vaporising enemy fighters and flamers incinerating anything that strays too close. Even its harpoon launcher allows it to drag foes closer or plunder cargo with a well-placed shot, while its ability to take to the air on a plume of ash and flame as its jump boosters kick in, allows it to both leap free of trouble or drop into the midst of its foes unexpectedly. A favoured tactic of Arachnika pilots is to jump from cover up into the low choking cloud cover of the ash wastes, before descending without warning to either carve apart a vehicle with their guns or crush unwary fighters under its metal bulk, before leaping away again into the clouds._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a target is hit by a Scattershot attack, make D6wound rolls instead of 1.
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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In the early dawn, when daylight gleams, A journey begins, a walk to dream. Footsteps upon the earth’s embrace, Into the boundless, open space. Beneath the azure canopy above, Guided by whispers of a gentle dove. My soul alights with each tranquil stride, Bound to the world, I’m opened wide. Through groves and meadows, I wander free, The earth, my canvas, my muse, you see. As daisies sway, and the willows weep, I find solace in footsteps, slow and deep. Through cobbled streets of history, I stroll amongst tales of reverie. The past’s echoes guide my way, Unveiling lost stories of yesterday. Footprints on sand, near the ocean's shore, Soft whispers of waves, beguiling more. The salty breeze upon my face, A dance of nature, in this sacred place. Up slopes and mountains, I ascend, Eager to conquer, to transcend. With each steep climb, my spirit soars, Cloaked by nature's abundant doors. Through crowded cities, I navigate, Obscured by chaos, yet radiate A sense of peace, a tranquil grace, Fostering moments, without a chase. Into the woods, where silence bloomed, Underneath arboreal canopy, assumed. Whispers of leaves, in serenade, A sacred symphony, nature's accolade. Walking through life, step by step, Each footfall closer, as dreams intercept. Trusting the path, as it twists and turns, With newfound knowledge, my spirit yearns. For walking uncovers hidden truth, As thoughts diffuse, my heart finds youth. It is in motion that I discover, The world and myself, forever uncover. So embark on journeys, in each new day, For walking provides solace, come what may. Take time to marvel, to breathe and roam, For in the rhythm of footsteps, we find our home.
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In the early dawn, when daylight gleams, A journey begins, a walk to dream. Footsteps upon the earth’s embrace, Into the boundless, open space. Beneath the azure canopy above, Guided by whispers of a gentle dove. My soul alights with each tranquil stride, Bound to the world, I’m opened wide. Through groves and meadows, I wander free, The earth, my canvas, my muse, you see. As daisies sway, and the willows weep, I find solace in footsteps, slow and deep. Through cobbled streets of history, I stroll amongst tales of reverie. The past’s echoes guide my way, Unveiling lost stories of yesterday. Footprints on sand, near the ocean's shore, Soft whispers of waves, beguiling more. The salty breeze upon my face, A dance of nature, in this sacred place. Up slopes and mountains, I ascend, Eager to conquer, to transcend. With each steep climb, my spirit soars, Cloaked by nature's abundant doors. Through crowded cities, I navigate, Obscured by chaos, yet radiate A sense of peace, a tranquil grace, Fostering moments, without a chase. Into the woods, where silence bloomed, Underneath arboreal canopy, assumed. Whispers of leaves, in serenade, A sacred symphony, nature's accolade. Walking through life, step by step, Each footfall closer, as dreams intercept. Trusting the path, as it twists and turns, With newfound knowledge, my spirit yearns. For walking uncovers hidden truth, As thoughts diffuse, my heart finds youth. It is in motion that I discover, The world and myself, forever uncover. So embark on journeys, in each new day, For walking provides solace, come what may. Take time to marvel, to breathe and roam, For in the rhythm of footsteps, we find our home.
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# 99. Settlement Showdown _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes) with the following exceptions: - Take turns (randomize one gang to start) placing 3 structures (recommended size 5" to 9" diameter) within 12" of the centre. ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment A random gang starts by setting up the entire crew within 6" of a single chosen battlefield edge. The other gang then sets up the entire crew within 6" of the opposite edge. ## Claiming Structures _The gangs attempt to secure settlement structures from the rivals._ Claim structures at the start of the End phase if at least 1 friendly fighter is inside and no enemies are within 3" of the structure. The structure is no longer claimed if enemies move within 3". ## Ending the Battle The battle ends at the end of any round if any of the following are true: - A gang has claimed all 3 structure. - Max 1 gang remains. ## Victory A gang wins if if any of the following are true: - Claims all 3 structures (at the end of any round). - Fleeing the Battlefield: At the end of any round, be the last remaining gang and automatically claim all 3 structures (no enemies remain). Otherwise it is a draw. ## Rewards #### Credits - Win: 2D6x10. - Lose/Draw: D3x10 (if claimed at least 1 structure during the battle). #### Experience Scenario specific rewards: - +1 for taking part. - +D3 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 - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles']
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# 99. Settlement Showdown _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes) with the following exceptions: - Take turns (randomize one gang to start) placing 3 structures (recommended size 5" to 9" diameter) within 12" of the centre. ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment A random gang starts by setting up the entire crew within 6" of a single chosen battlefield edge. The other gang then sets up the entire crew within 6" of the opposite edge. ## Claiming Structures _The gangs attempt to secure settlement structures from the rivals._ Claim structures at the start of the End phase if at least 1 friendly fighter is inside and no enemies are within 3" of the structure. The structure is no longer claimed if enemies move within 3". ## Ending the Battle The battle ends at the end of any round if any of the following are true: - A gang has claimed all 3 structure. - Max 1 gang remains. ## Victory A gang wins if if any of the following are true: - Claims all 3 structures (at the end of any round). - Fleeing the Battlefield: At the end of any round, be the last remaining gang and automatically claim all 3 structures (no enemies remain). Otherwise it is a draw. ## Rewards #### Credits - Win: 2D6x10. - Lose/Draw: D3x10 (if claimed at least 1 structure during the battle). #### Experience Scenario specific rewards: - +1 for taking part. - +D3 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 - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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# Genestealer Cult Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :------------------------ | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Autogun | 15 | 15 | - | 15 | 15 | | Lasgun | 15 | 15 | - | 15 | 15 | | Shotgun (solid & scatter) | 30 | 30 | - | 30 | 30 | ## Pistols | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Autopistol | 10 | 10 | - | 10 | 10 | | Hand flamer | 50 | 50 | - | 50 | 50 | | Laspistol | 10 | 10 | - | 10 | 10 | | Needle pistol | 40 | 40 | - | 40 | 40 | ## Special Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :----------------------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | | | Flamer | 140 | 140 | - | 140 | - | | Grenade launcher (frag & krak) | 55 | 55 | - | 55 | - | | Long las | 20 | 20 | - | 20 | - | | Webber | 125 | 125 | - | 125 | - | ## Heavy Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | ✓ | | | | Heavy stubber \* | 145 | 145 | - | - | - | | Mining laser \* | 125 | 125 | - | - | - | | Seismic cannon \* | 140 | 140 | - | - | - | ## Close Combat Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------------------- | :----: | :------------: | -------- | ------------------- | ------ | --- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Chainsword | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | | Power hammer | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | | Power pick | 40 | 40 | 40 | 40 | 40 | | Power sword (bone sword) | 45 | 45 | 45 | 45 | 45 | | Shock stave (Staff of Office) | 25 | 25 | 25 | 25 | 25 | | Shock whip (lash whip) | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | ` | ## Grenades | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------- | :-----: | :------------: | -------- | ------------------- | ------- | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Blasting charges | 35 | 35 | - | 35 | 35 | | Demolition charge | 65 (50) | 65 (50) | - | 65 (50) | 65 (50) | | Frag | 30 | 30 | - | 30 | 30 | | Incendiary | 40 | 40 | - | 40 | 40 | ## Armour | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Hazard suit | 10 | 10 | 10 | 10 | 10 | | Flak | 10 | 10 | 10 | 10 | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | ## Equipment | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :------------------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | - | 35 | 35 | | Cult icon (max 1 per gang) | 40 | 40 | - | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | - | 10 | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | - | 35 | 35 | | Respirator | 15 | 15 | - | 15 | 15 | ## Pets (Status Item) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | | | | Familiar (0-3) | 25 | 25 | - | - | - |
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2024-06-13 20:34:24.508078
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# Genestealer Cult Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :------------------------ | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Autogun | 15 | 15 | - | 15 | 15 | | Lasgun | 15 | 15 | - | 15 | 15 | | Shotgun (solid & scatter) | 30 | 30 | - | 30 | 30 | ## Pistols | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Autopistol | 10 | 10 | - | 10 | 10 | | Hand flamer | 50 | 50 | - | 50 | 50 | | Laspistol | 10 | 10 | - | 10 | 10 | | Needle pistol | 40 | 40 | - | 40 | 40 | ## Special Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :----------------------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | | | Flamer | 140 | 140 | - | 140 | - | | Grenade launcher (frag & krak) | 55 | 55 | - | 55 | - | | Long las | 20 | 20 | - | 20 | - | | Webber | 125 | 125 | - | 125 | - | ## Heavy Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | ✓ | | | | Heavy stubber \* | 145 | 145 | - | - | - | | Mining laser \* | 125 | 125 | - | - | - | | Seismic cannon \* | 140 | 140 | - | - | - | ## Close Combat Weapons | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------------------- | :----: | :------------: | -------- | ------------------- | ------ | --- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Chainsword | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | | Power hammer | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | | Power pick | 40 | 40 | 40 | 40 | 40 | | Power sword (bone sword) | 45 | 45 | 45 | 45 | 45 | | Shock stave (Staff of Office) | 25 | 25 | 25 | 25 | 25 | | Shock whip (lash whip) | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | ` | ## Grenades | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------- | :-----: | :------------: | -------- | ------------------- | ------- | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | Blasting charges | 35 | 35 | - | 35 | 35 | | Demolition charge | 65 (50) | 65 (50) | - | 65 (50) | 65 (50) | | Frag | 30 | 30 | - | 30 | 30 | | Incendiary | 40 | 40 | - | 40 | 40 | ## Armour | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Hazard suit | 10 | 10 | 10 | 10 | 10 | | Flak | 10 | 10 | 10 | 10 | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | ## Equipment | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :------------------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | - | 35 | 35 | | Cult icon (max 1 per gang) | 40 | 40 | - | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | - | 10 | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | - | 35 | 35 | | Respirator | 15 | 15 | - | 15 | 15 | ## Pets (Status Item) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :-------------- | :----: | :------------: | -------- | ------------------- | ------ | | **Eligibility** | ✓ | ✓ | | | | | Familiar (0-3) | 25 | 25 | - | - | - |
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### 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.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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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, thenany additional hits generated from the Firepower dicemust be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hitsare allocated.
necrovox
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### 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.
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# Goliath Terrain _Source: House of Chains_ Gangs often make use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Goliath gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s Stash, and can be fielded in any battle the gang takes part in unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed, but after other terrain has been set up. A gang can place its terrain in its own deployment area, or, if noted, in no-man's-land (i.e., anywhere outside both their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Goliath Terrain | Terrain | Cost | Availability | | :----------------: | :---------: | :----------: | | Amneo Canisters | 60 credits | Rare (9) | | Furnace Barricade | 10 credits | Common | | Heavy Rivet Cannon | 75 credits | Rare (8) | | Pillar of Chains | 20 credits | Common | | Relic of the Forge | 100 credits | Rare (10) | :::note ## Modelling Goliath Terrain Many of the gang-specific terrain detailed here can be represented by items from the Necromunda model range. For example, Amneo Canisters can be represented by Ammo Crates with appropriate gang markings, while Furnace Barricades can be represented by appropriately-marked Necromunda barricades. A Heavy Rivet Cannon could be created using a rivet cannon (such as a spare one from the Goliath gang sprue) fixed to a base. Others, such as the Pillar of Chains, can be represented by any appropriate marker, or a girder or pole on a base, hung with chains, while a Relic of the Forge could be anything from a marker to a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Goliath icons. ::: ## Amneo Canisters _These contain the vital fluids of the growth vats, and can be used by Goliaths to rapidly heal wounds._ A Goliath fighter within 3" of an Amneo Canister can remove a single Flesh Wound during the End phase of any round. ## Furnace Barricade _Heavy heat shields can be found throughout Goliath forges. Gangs often turn these thick plates into makeshift barricades where their folded ceramite layers prove especially effective against flamers and melta weaponry._ A Goliath gang can place its Furnace Barricades anywhere in its deployment area or in no-man's-land. A fighter within 1" of a Furnace Barricade ignores both the Blaze or Melta traits when suffering hits, provided the barricade is granting them cover against the origin of the hit. ## Heavy Rivet Cannon _Rivet guns and cannon are a vital tool of the Goliath factories, the heaviest examples are fixed to tripods or tracked carriages and supplied with an abundance of ammo. Unsurprisingly, gangs turn these tools into weapons, hauling them into position to cover corridors and doorways._ Goliath gangs can only include Heavy Rivet Cannon if they are the defender in a scenario with an attacker and defender. A Heavy Rivet Cannon uses the following profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Heavy Rivet Cannon | | - rapid fire | 6" | 18" | +1 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | - super-heated | 3" | 12" | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> ## Pillar of Chains (Gang Relic) _Goliaths often use crude iron spikes hung with chains as a convenient method of securing slaves. Captives are dragged back to the Pillar of Chains, and locked in place for later transportation back to the Goliath enclave._ When a gang with a Pillar of Chains has a chance to capture enemy fighters, it may re-roll one or both of the dice. ## Relic of the Forge (Gang Relic) _Forge relics are pieces of broken machinery that have been reshaped into a totem pole of clan icons and industrial weaponry. Gangs often use these to mark the boundaries of their territories, the grinning iron faces beaten into their sides a warning to trespassers._ A Relic of the Forge counts as a Gang Relic (see the Necromunda Rulebook). In addition, Goliath fighters within 3" of a Relic of the Forge ignore the effects of the Disarm trait and can re-roll failed Ammo checks. Enemy fighters who end their activation within 3" of a Relic of the Forge must make a Nerve test (see the Necromunda Rulebook) or become Broken. Goliath gangs can only include a Relic of the Forge if they are the defender in a scenario with an attacker and defender.
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2024-06-13 20:34:24.508078
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House of Chains
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# Goliath Terrain _Source: House of Chains_ Gangs often make use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Goliath gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s Stash, and can be fielded in any battle the gang takes part in unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed, but after other terrain has been set up. A gang can place its terrain in its own deployment area, or, if noted, in no-man's-land (i.e., anywhere outside both their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Goliath Terrain | Terrain | Cost | Availability | | :----------------: | :---------: | :----------: | | Amneo Canisters | 60 credits | Rare (9) | | Furnace Barricade | 10 credits | Common | | Heavy Rivet Cannon | 75 credits | Rare (8) | | Pillar of Chains | 20 credits | Common | | Relic of the Forge | 100 credits | Rare (10) | :::note ## Modelling Goliath Terrain Many of the gang-specific terrain detailed here can be represented by items from the Necromunda model range. For example, Amneo Canisters can be represented by Ammo Crates with appropriate gang markings, while Furnace Barricades can be represented by appropriately-marked Necromunda barricades. A Heavy Rivet Cannon could be created using a rivet cannon (such as a spare one from the Goliath gang sprue) fixed to a base. Others, such as the Pillar of Chains, can be represented by any appropriate marker, or a girder or pole on a base, hung with chains, while a Relic of the Forge could be anything from a marker to a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Goliath icons. ::: ## Amneo Canisters _These contain the vital fluids of the growth vats, and can be used by Goliaths to rapidly heal wounds._ A Goliath fighter within 3" of an Amneo Canister can remove a single Flesh Wound during the End phase of any round. ## Furnace Barricade _Heavy heat shields can be found throughout Goliath forges. Gangs often turn these thick plates into makeshift barricades where their folded ceramite layers prove especially effective against flamers and melta weaponry._ A Goliath gang can place its Furnace Barricades anywhere in its deployment area or in no-man's-land. A fighter within 1" of a Furnace Barricade ignores both the Blaze or Melta traits when suffering hits, provided the barricade is granting them cover against the origin of the hit. ## Heavy Rivet Cannon _Rivet guns and cannon are a vital tool of the Goliath factories, the heaviest examples are fixed to tripods or tracked carriages and supplied with an abundance of ammo. Unsurprisingly, gangs turn these tools into weapons, hauling them into position to cover corridors and doorways._ Goliath gangs can only include Heavy Rivet Cannon if they are the defender in a scenario with an attacker and defender. A Heavy Rivet Cannon uses the following profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Heavy Rivet Cannon | | - rapid fire | 6" | 18" | +1 | - | 4 | -1 | 2 | 3+ | <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | - super-heated | 3" | 12" | +2 | - | 6 | -2 | 2 | 3+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> ## Pillar of Chains (Gang Relic) _Goliaths often use crude iron spikes hung with chains as a convenient method of securing slaves. Captives are dragged back to the Pillar of Chains, and locked in place for later transportation back to the Goliath enclave._ When a gang with a Pillar of Chains has a chance to capture enemy fighters, it may re-roll one or both of the dice. ## Relic of the Forge (Gang Relic) _Forge relics are pieces of broken machinery that have been reshaped into a totem pole of clan icons and industrial weaponry. Gangs often use these to mark the boundaries of their territories, the grinning iron faces beaten into their sides a warning to trespassers._ A Relic of the Forge counts as a Gang Relic (see the Necromunda Rulebook). In addition, Goliath fighters within 3" of a Relic of the Forge ignore the effects of the Disarm trait and can re-roll failed Ammo checks. Enemy fighters who end their activation within 3" of a Relic of the Forge must make a Nerve test (see the Necromunda Rulebook) or become Broken. Goliath gangs can only include a Relic of the Forge if they are the defender in a scenario with an attacker and defender.
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# Apocrypha Necromundus: Lingua Primus _Do you speak Necromundan? Maybe not as well as you thought… Turns out that there are many tongues in the underhive (as well as the universal language of violence, of course), and this latest instalment of Apocrypha Necromundus takes a look at a few of them._ Source: [Warhammer Community, 21 May 2020](https://www.warhammer-community.com/2020/05/21/apocrypha-necromundus-lingua-primus-part-1gw-homepage-post-3/), [Warhammer Community, 04 Jun 2020](https://www.warhammer-community.com/2020/06/04/apocrypha-necromundus-lingua-primus-part-2gw-homepage-post-4/) Necromunda is home to thousands of languages and dialects, each hive and region having its own unique version of Imperial Gothic. High Gothic (the language of the Adeptus Terra) is seldom spoken below the spire. Even the various types of Low Gothic (the day-to-day tongue used, with much regional variation, across the Imperium) are typically restricted to Hive City and the Merchants Guild – though most gangers and underhivers know enough to get by. Each clan has its own local dialect based on common clan argot, or words and phrases appropriated from other languages, or a bastardisation of Low Gothic. ![](lW70xOJ4c5rRmT0C.jpg) ## Goliath Gutter Tongue House Goliath has a broad vernacular when it comes to clan speak. Common words such as “skinnies” and “starvins” are both terms Goliaths use for non-clanners, though they have their own terms for specific rival clans. “Wastes” is a common Goliath term for Van Saar, while they like to refer to Eschers as “vyps”, “seks” or “vens” because of the all-female clan’s heavy use of poison. Guilders are called “scrugs”, possibly a reference to Hive Lugs, an old term referencing the Merchants Guild’s role in Necromundan society. Alphas, the Over-tyrant and Lord Helmawr are all “boss-meyn”, or “korf-boss”, representing a boss or forge boss respectively. Goliaths are also rightly proud of their forge fanes and have their own terms for these sacred places. To a Goliath, his forge is his “korf”, or “meyn-korf” if he wants to accentuate the fact it is his home. His gang is his “korf-broheym”, or forge-brothers. Vatborn, natborn and unborn also have their own terms within the clan, known as “bron-embo”, “bron-tru” and “bron-ost” respectively. Despite this wealth of distinctive clan words and phrases, Goliaths don’t communicate by spoken language alone. In the deafening roar of the factorum, the Goliath use their own kind of sign language known as Half-hand. Using one hand, the Goliath signs common phrases like “stand back”, “help me” or “fight me”. Gangs have further adapted Half-hand to include their tattoos, the fighters gesturing to body markings with different signs to communicate “enemy ahead”, “bad air” or “scrag ’em!”. This level of sophistication is often lost on their enemies, who think the Goliath are merely slapping their muscles, or making obscene gestures, not communicating battle tactics. ![](x7G5Okx5DR0piA6X.jpg) ## Escher Clan Argot Of all the Clan Houses on Necromunda, House Escher is perhaps the most multilingual. High Gothic is spoken within the vaulted chambers of the Council of Crones, and is the favoured language when dealing with the Great Houses or representatives of the Imperium. Meanwhile, Low Gothic is also spoken by the Escher of Hive City, especially those who must deal with off-world merchants or Cold Traders, it being the ‘common tongue’ of the hive world. House Escher, because of its long history and dealings with all of the Great Houses, has many groups who speak the noble languages of Necromunda, such as the picture dialects of House Ran Lo or the sprac-speak of House Greim. The largest of these groups, however, know how to speak Ulanti Reg’le Argot, the language of the Regent House of Necromunda. House Escher’s own clan dialect borrows many words from Ulanti Argot, like “dreckos”, the Ulanti word for rubbish or waste, or “carvos”, a specific strike with a narrow bladed weapon. In gang culture, these words are often shortened and mixed in with regular underhive dialects or gutter speak. So for example a “drek” is a “dodgy situation”, as in “she’n stepped proper-right into drek”. Individual Escher gangs have their own dialects as well, created to allow a gang’s members to talk to one other without letting their enemies know exactly what they are saying. Metals and gems form a basis for a lot of these dialects, and often each gang might attribute different meanings to them. When one gang says something is all “nickel and gelt” it might mean it is good, while another gang might decide these words are bad. Likewise, a “jade” or “jet” might be a hardened fighter, a useless hiver, or anything in between. ![](4Coq4C6Qqx5BXe5i.jpg) ## Orlock Road Slang House Orlock is a melting pot of dialects and languages from across Necromunda. The far ranging settlements controlled by the Clan House incorporate people from all corners of the world, and its gangers usually talk in a mix of Low Gothic, Waster, Duster or Drudge. Duster clan cant is common to those who must traverse the wastes, phrases like “voltrum dai” or “kaeyan dai” used as greetings depending on the season, while Duster hand signs, like the rotated fist that means one cycle, or the splayed fingers swept over the sky indicating a storm front coming in, are used without thought. By contrast, Drudge words are based on a form of pidgin Gothic, the words themselves seldom having more than one syllable. A “tor”, for instance, is a factorum, while “gids” are Guilders and “seers” are bosses. Orlock gangs who spend any amount of time outside the hive cities are also likely to pick up Waster, the language of the outlands. Wasters have lots of words for things hivers seldom use, like the sky, as well as almost a hundred different words for ash – ranging from “fuma”, the fine ash that falls like mist and finds its way through the smallest cracks, to “atar”, the burning ash that clings to everything it touches and eats through respirator seals. ![](5Zc2uZt0RT3wTo9F.jpg) ## Van Saar Techno-lingua The House of Artifice prides itself on the sophistication of its communication. While other Clan Houses might engage in crude or base versions of more evolved languages, members of House Van Saar use binary codes and ancient dialect forms to talk to one another. Among the Archeoteks, this is especially prevalent as they use a tongue known as Tek-Nik-El. This was handed down through the generations from the first of their kind, who themselves claim descent from those first colonists of Necromunda. Tek-Nik-El is a form of ancient Terran, and uses words like Dosrite – a term to denote someone speaks true – or Harshtarg – a word that can mean ‘everything I say is now connected’ or ‘heed my words for they carry great import’. It is from Tek-Nik-El that many Van Saar objects and jobs derive their names, like the Koders who mind-wipe mono-task servitors, or the Tek-Jacks, whose job it is to follow power cables to their true source. Over the centuries, House Van Saar has also been influenced by its association with the Adeptus Mechanicus and the worship of the Omnissiah. Though the faith is still a small part of the Clan House, and these connections are mostly made through the passing down of archprints to the factorums of Necromunda, some of the tongue of the Red Planet has found a home with the clanners of House Van Saar. The most prevalent of these is the binharic cant practised by the lowest echelons of the tech priesthood. Van Saar gangs have adopted this, as it is a code few other gangs can crack – the varying code bursts sound like background noise to the untrained ear. Sometimes the Van Saar even turn the cant into actual words – phrases like all ones and no zeros or two by none are instantly recognisable as terms for untrustworthy fighters or places. ![](fZ33Cm6PvO2l0Kd8.jpg) ## Cawdor Pilgrim Cant Even the lowest members of the House of Faith speak in religious phrases and ritual greetings. So ingrained in their culture are these liturgies of the Redemption that they talk in little else, and two Cawdor clanners can carry on a lengthy conversation using nothing but the words of the faith. For example, one might remark ‘On Sentinels Walls did the Golden Giant die, his doom the bell that rings yet still,’ to which the other might say ‘“I hear it tolling” spoke the pilgrim, purged of fear by the Gene-Father, purged of doubt by the World-Master’. To outsiders, there seems little meaning in these rote phrases, but to speakers well-versed in the teaching of the faith, they are laden with information. Most seem to allude to the Imperial Creed, as seen through the lens of the Redemption. References to the Father, the Great Deceiver and the Enemy Beyond, can all be found in the works of the Ministorum. Over centuries they have become distorted on Necromunda – the ‘Father’ is sometimes used to refer to Lord Helmawr rather than the God-Emperor, just as the ‘Great Deceiver’ can be any enemy of the faith, not just the ancient enemy of Mankind. Pilgrim cant is also commonly used by House Cawdor, often mixed in with their own faith speech. The cant is a more religious form of Low Gothic – developed over the millennia by lay priests and missionaries who needed a way of conveying the ideals of the Imperial Creed to the savage populations of far-flung worlds or rallying a diverse people around a single cause. In the case of Necromunda, pilgrim cant was brought to the planet by the Ministorum and became popular for those travelling between the hives. For the Cawdor, they enjoy using it when speaking with other Low Gothic speakers as it makes them feel superior to the rest of the population. ![](Ti2U0s0Lr8Ma2kDN.jpg) ## Delaque Dark Tongue Of all the languages spoken on Necromunda, by far the most unusual is that of the Delaque. While they pride themselves on being multilingual, conversant in the tongues of the other clans so they might better delve into their secrets, the language they speak among themselves is ancient and unknowable by any not within their house. It is whispered that the Delaque Dark Tongue, as outsiders often refer to it, is not a human language at all, but a remnant of a lost age of the galaxy, when speech itself was unknown to men. The house also takes great care to limit the use of the language outside the clan, though fragments do sometimes slip through. The phrase ‘Chuhan-R’lega-Niss-Chulua-Riss’ has appeared more than once in spidery script scrawled on the walls in dark corners of the underhive of Hive Primus, and it seems one the Delaque themselves use frequently when greeting each other. While it is possible that not even the Delaque know the true translation of the speech, some believe it refers to something ancient on Necromunda itself, and approximately means ‘The Deathless Sleeper Waits, Beneath the Dead World’. Most of the Dark Tongue is like this – the meanings of the words hinted at only in rumour. Those who say they know what they mean are unsure of how they even came by the knowledge, only that they are sure of the truth of what they speak. Other phrases, like ‘Shun-akus-Vor-foralonith-Chu-vaya-Chu-vor-Kun’ seem to be invocations. Underhivers have seen the Delaque intoning the words over fallen members of their clan, as if they were commending their bodies to a higher power or giving a dark blessing for some unknown service to the clan. Some of these witnesses, the ones who are still willing to speak of what they saw, swear the Delaque paused as they spoke over these bodies – as if the bodies themselves were speaking back… ![](v1Zg6W3OfaR37Um3.jpg)
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# Apocrypha Necromundus: Lingua Primus _Do you speak Necromundan? Maybe not as well as you thought… Turns out that there are many tongues in the underhive (as well as the universal language of violence, of course), and this latest instalment of Apocrypha Necromundus takes a look at a few of them._ Source: [Warhammer Community, 21 May 2020](https://www.warhammer-community.com/2020/05/21/apocrypha-necromundus-lingua-primus-part-1gw-homepage-post-3/), [Warhammer Community, 04 Jun 2020](https://www.warhammer-community.com/2020/06/04/apocrypha-necromundus-lingua-primus-part-2gw-homepage-post-4/) Necromunda is home to thousands of languages and dialects, each hive and region having its own unique version of Imperial Gothic. High Gothic (the language of the Adeptus Terra) is seldom spoken below the spire. Even the various types of Low Gothic (the day-to-day tongue used, with much regional variation, across the Imperium) are typically restricted to Hive City and the Merchants Guild – though most gangers and underhivers know enough to get by. Each clan has its own local dialect based on common clan argot, or words and phrases appropriated from other languages, or a bastardisation of Low Gothic. ![](lW70xOJ4c5rRmT0C.jpg) ## Goliath Gutter Tongue House Goliath has a broad vernacular when it comes to clan speak. Common words such as “skinnies” and “starvins” are both terms Goliaths use for non-clanners, though they have their own terms for specific rival clans. “Wastes” is a common Goliath term for Van Saar, while they like to refer to Eschers as “vyps”, “seks” or “vens” because of the all-female clan’s heavy use of poison. Guilders are called “scrugs”, possibly a reference to Hive Lugs, an old term referencing the Merchants Guild’s role in Necromundan society. Alphas, the Over-tyrant and Lord Helmawr are all “boss-meyn”, or “korf-boss”, representing a boss or forge boss respectively. Goliaths are also rightly proud of their forge fanes and have their own terms for these sacred places. To a Goliath, his forge is his “korf”, or “meyn-korf” if he wants to accentuate the fact it is his home. His gang is his “korf-broheym”, or forge-brothers. Vatborn, natborn and unborn also have their own terms within the clan, known as “bron-embo”, “bron-tru” and “bron-ost” respectively. Despite this wealth of distinctive clan words and phrases, Goliaths don’t communicate by spoken language alone. In the deafening roar of the factorum, the Goliath use their own kind of sign language known as Half-hand. Using one hand, the Goliath signs common phrases like “stand back”, “help me” or “fight me”. Gangs have further adapted Half-hand to include their tattoos, the fighters gesturing to body markings with different signs to communicate “enemy ahead”, “bad air” or “scrag ’em!”. This level of sophistication is often lost on their enemies, who think the Goliath are merely slapping their muscles, or making obscene gestures, not communicating battle tactics. ![](x7G5Okx5DR0piA6X.jpg) ## Escher Clan Argot Of all the Clan Houses on Necromunda, House Escher is perhaps the most multilingual. High Gothic is spoken within the vaulted chambers of the Council of Crones, and is the favoured language when dealing with the Great Houses or representatives of the Imperium. Meanwhile, Low Gothic is also spoken by the Escher of Hive City, especially those who must deal with off-world merchants or Cold Traders, it being the ‘common tongue’ of the hive world. House Escher, because of its long history and dealings with all of the Great Houses, has many groups who speak the noble languages of Necromunda, such as the picture dialects of House Ran Lo or the sprac-speak of House Greim. The largest of these groups, however, know how to speak Ulanti Reg’le Argot, the language of the Regent House of Necromunda. House Escher’s own clan dialect borrows many words from Ulanti Argot, like “dreckos”, the Ulanti word for rubbish or waste, or “carvos”, a specific strike with a narrow bladed weapon. In gang culture, these words are often shortened and mixed in with regular underhive dialects or gutter speak. So for example a “drek” is a “dodgy situation”, as in “she’n stepped proper-right into drek”. Individual Escher gangs have their own dialects as well, created to allow a gang’s members to talk to one other without letting their enemies know exactly what they are saying. Metals and gems form a basis for a lot of these dialects, and often each gang might attribute different meanings to them. When one gang says something is all “nickel and gelt” it might mean it is good, while another gang might decide these words are bad. Likewise, a “jade” or “jet” might be a hardened fighter, a useless hiver, or anything in between. ![](4Coq4C6Qqx5BXe5i.jpg) ## Orlock Road Slang House Orlock is a melting pot of dialects and languages from across Necromunda. The far ranging settlements controlled by the Clan House incorporate people from all corners of the world, and its gangers usually talk in a mix of Low Gothic, Waster, Duster or Drudge. Duster clan cant is common to those who must traverse the wastes, phrases like “voltrum dai” or “kaeyan dai” used as greetings depending on the season, while Duster hand signs, like the rotated fist that means one cycle, or the splayed fingers swept over the sky indicating a storm front coming in, are used without thought. By contrast, Drudge words are based on a form of pidgin Gothic, the words themselves seldom having more than one syllable. A “tor”, for instance, is a factorum, while “gids” are Guilders and “seers” are bosses. Orlock gangs who spend any amount of time outside the hive cities are also likely to pick up Waster, the language of the outlands. Wasters have lots of words for things hivers seldom use, like the sky, as well as almost a hundred different words for ash – ranging from “fuma”, the fine ash that falls like mist and finds its way through the smallest cracks, to “atar”, the burning ash that clings to everything it touches and eats through respirator seals. ![](5Zc2uZt0RT3wTo9F.jpg) ## Van Saar Techno-lingua The House of Artifice prides itself on the sophistication of its communication. While other Clan Houses might engage in crude or base versions of more evolved languages, members of House Van Saar use binary codes and ancient dialect forms to talk to one another. Among the Archeoteks, this is especially prevalent as they use a tongue known as Tek-Nik-El. This was handed down through the generations from the first of their kind, who themselves claim descent from those first colonists of Necromunda. Tek-Nik-El is a form of ancient Terran, and uses words like Dosrite – a term to denote someone speaks true – or Harshtarg – a word that can mean ‘everything I say is now connected’ or ‘heed my words for they carry great import’. It is from Tek-Nik-El that many Van Saar objects and jobs derive their names, like the Koders who mind-wipe mono-task servitors, or the Tek-Jacks, whose job it is to follow power cables to their true source. Over the centuries, House Van Saar has also been influenced by its association with the Adeptus Mechanicus and the worship of the Omnissiah. Though the faith is still a small part of the Clan House, and these connections are mostly made through the passing down of archprints to the factorums of Necromunda, some of the tongue of the Red Planet has found a home with the clanners of House Van Saar. The most prevalent of these is the binharic cant practised by the lowest echelons of the tech priesthood. Van Saar gangs have adopted this, as it is a code few other gangs can crack – the varying code bursts sound like background noise to the untrained ear. Sometimes the Van Saar even turn the cant into actual words – phrases like all ones and no zeros or two by none are instantly recognisable as terms for untrustworthy fighters or places. ![](fZ33Cm6PvO2l0Kd8.jpg) ## Cawdor Pilgrim Cant Even the lowest members of the House of Faith speak in religious phrases and ritual greetings. So ingrained in their culture are these liturgies of the Redemption that they talk in little else, and two Cawdor clanners can carry on a lengthy conversation using nothing but the words of the faith. For example, one might remark ‘On Sentinels Walls did the Golden Giant die, his doom the bell that rings yet still,’ to which the other might say ‘“I hear it tolling” spoke the pilgrim, purged of fear by the Gene-Father, purged of doubt by the World-Master’. To outsiders, there seems little meaning in these rote phrases, but to speakers well-versed in the teaching of the faith, they are laden with information. Most seem to allude to the Imperial Creed, as seen through the lens of the Redemption. References to the Father, the Great Deceiver and the Enemy Beyond, can all be found in the works of the Ministorum. Over centuries they have become distorted on Necromunda – the ‘Father’ is sometimes used to refer to Lord Helmawr rather than the God-Emperor, just as the ‘Great Deceiver’ can be any enemy of the faith, not just the ancient enemy of Mankind. Pilgrim cant is also commonly used by House Cawdor, often mixed in with their own faith speech. The cant is a more religious form of Low Gothic – developed over the millennia by lay priests and missionaries who needed a way of conveying the ideals of the Imperial Creed to the savage populations of far-flung worlds or rallying a diverse people around a single cause. In the case of Necromunda, pilgrim cant was brought to the planet by the Ministorum and became popular for those travelling between the hives. For the Cawdor, they enjoy using it when speaking with other Low Gothic speakers as it makes them feel superior to the rest of the population. ![](Ti2U0s0Lr8Ma2kDN.jpg) ## Delaque Dark Tongue Of all the languages spoken on Necromunda, by far the most unusual is that of the Delaque. While they pride themselves on being multilingual, conversant in the tongues of the other clans so they might better delve into their secrets, the language they speak among themselves is ancient and unknowable by any not within their house. It is whispered that the Delaque Dark Tongue, as outsiders often refer to it, is not a human language at all, but a remnant of a lost age of the galaxy, when speech itself was unknown to men. The house also takes great care to limit the use of the language outside the clan, though fragments do sometimes slip through. The phrase ‘Chuhan-R’lega-Niss-Chulua-Riss’ has appeared more than once in spidery script scrawled on the walls in dark corners of the underhive of Hive Primus, and it seems one the Delaque themselves use frequently when greeting each other. While it is possible that not even the Delaque know the true translation of the speech, some believe it refers to something ancient on Necromunda itself, and approximately means ‘The Deathless Sleeper Waits, Beneath the Dead World’. Most of the Dark Tongue is like this – the meanings of the words hinted at only in rumour. Those who say they know what they mean are unsure of how they even came by the knowledge, only that they are sure of the truth of what they speak. Other phrases, like ‘Shun-akus-Vor-foralonith-Chu-vaya-Chu-vor-Kun’ seem to be invocations. Underhivers have seen the Delaque intoning the words over fallen members of their clan, as if they were commending their bodies to a higher power or giving a dark blessing for some unknown service to the clan. Some of these witnesses, the ones who are still willing to speak of what they saw, swear the Delaque paused as they spoke over these bodies – as if the bodies themselves were speaking back… ![](v1Zg6W3OfaR37Um3.jpg)
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# Generic Bounty Hunter Equipment List This is the equipment list for a generic Bounty Hunter. Choose the cost from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also have items from the Black Market, marked with _italics_. All weapons can be master-crafted as normal. | Acronym | Gang | | :------ | :------------- | | C | House Cawdor | | D | House Delaque | | E | House Escher | | G | House Goliath | | O | House Orlock | | VS | House Van Saar | | Any | Any other gang | ### Basic Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autogun | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - with Polearm \* | 20 | - | - | - | - | - | - | | Blunderbuss with Polearm \* | 40 | - | - | - | - | - | - | | - Emperor’s Wrath | 35 | - | - | - | - | - | - | | - Master-crafted | 10 | - | - | - | - | - | - | | Boltgun | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Warpstorm (Corrupted)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Combat shotgun (salvo & shredder) | 70 | 70 | 70 | 60 | 55 | 70 | 70 | | - Firestorm | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Lasgun | 15 | 15 | 5 | 15 | 15 | 10 | 15 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 20 | 30 | | Lasgun with Hotshot las pack | 35 | 35 | 25 | 35 | 35 | 30 | 35 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Las carbine | - | - | - | - | - | 20 | - | | - _Focusing crystal_ | - | - | - | - | - | 30 | - | | - Master-crafted | - | - | - | - | - | 5 | - | | _Kroot long rifle (Xenos)_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Solid | 10 | - | - | - | 10 | - | - | | Shotgun (solid & scatter) | 30 | 30 | 30 | 30 | 25 | 30 | 30 | | - Acid rounds | - | - | 15 | - | - | - | - | | - Executioner | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Gas_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Inferno | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Retributor | 20 | - | - | - | - | - | - | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | _Stake-crossbow (Imperial)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Stub cannon | - | - | - | 20 | - | - | - | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Suppression laser | - | - | - | - | - | 40 | - | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Throwing knives | 10 | 10 | 5 | 10 | 10 | 10 | 10 | ### Pistols | Item | C | D | E | G | O | VS | Any | | :----------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autopistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Manstopper | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Bolt Pistol | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Master-crafted | 15 | 15 | 15 | 15 | 10 | 15 | 15 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flechette pistol (solid & fleshbane) | - | 30 | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | Laspistol | 10 | 10 | 10 | 10 | 10 | 5 | 10 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Laspistol with Hotshot las pack | 30 | 30 | 30 | 30 | 30 | 25 | 30 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Needle pistol | 30 | 30 | 25 | 30 | 30 | 30 | 30 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web pistol | 90 | 80 | 90 | 90 | 90 | 90 | 90 | | Autopistol / hand flamer (combi) | 65 | 65 | 65 | 65 | 65 | 65 | 65 | | Autopistol / plasma pistol (combi) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Bolt pistol / hand flamer (combi) | 110 | 110 | 110 | 110 | 110 | 110 | - | | Bolt pistol / needle pistol (combi) | - | - | 60 | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | 80 | 80 | 80 | 80 | 80 | - | | Stub gun / plasma pistol (combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | ### Special Weapons | Item | C | D | E | G | O | VS | Any | | :----------------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Flamer | 130 | 140 | 140 | 140 | 140 | 140 | 140 | | _Flamer with Balefire thrower (Corrupted)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Flamer with Fire Pike | 140 | - | - | - | - | - | - | | Flamer with Autogun (combi) | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Flamer with Bolter (combi) | 180 | 180 | 180 | 175 | 180 | 180 | 180 | | Grav gun | 120 | 120 | 120 | 120 | 120 | 120 | - | | Grenade launcher (frag & krak) | 65 | 65 | 55 | 55 | 65 | 65 | 65 | | - Anti-plant (also combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | - Choke gas | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | - Flare (also combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Photon flash | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Plasma | 100 | 100 | 100 | 100 | 100 | 100 | - | | - Scare gas | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Stun round | - | - | - | 15 | - | - | - | | - (frag) with Autogun (combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - (frag) with Bolter (combi) | 60 | 60 | 60 | 80 | 60 | 60 | 60 | | - _Hrud fusil (Xenos)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Long las | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Focusing crystal _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 10 | 10 | 10 | 10 | 10 | | Meltagun | - | 135 | 135 | 135 | 135 | 135 | - | | - with Laspistol (combi) | - | - | - | - | - | 130 | - | | Needle rifle | 40 | 40 | 35 | 40 | 40 | 40 | 40 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Needle rifle Needler with Bolter (combi) | 90 | 90 | 80 | 90 | 90 | 90 | 90 | | ‘Nightshade’ chem-thrower | - | - | 135 | - | - | - | - | | Plasma gun | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | Plasma gun with Bolter (combi) | 115 | 115 | 115 | 115 | 115 | 115 | 115 | | Plasma gun with Laspistol (combi) | - | - | - | - | - | 95 | - | | Rad gun | - | - | - | - | - | 100 | - | | Webber | 125 | 115 | 125 | 125 | 125 | 125 | 125 | ### Heavy Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Demiurg energy drill (Xenos)_ \* | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Grav cannon (Imperial)_ \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | | Harpoon launcher \* | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Heavy crossbow (frag & krak) \* | 125 | - | - | - | - | - | - | | Heavy stubber \* | 130 | 130 | 130 | 130 | 130 | 130 | 130 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | ‘Krumper’ rivet cannon \* | - | - | - | 70 | - | - | - | | Mining laser \* | 125 | 125 | 125 | 125 | 125 | 125 | 125 | | Plasma cannon \* | 130 | 130 | 130 | 130 | 130 | 130 | - | | Rad cannon \* | - | - | - | - | - | 130 | - | | Seismic cannon \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | ### Close Combat | Item | C | D | E | G | O | VS | Any | | :--------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Axe | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Boning sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Brute cleaver | - | - | - | 20 | - | - | - | | Butcher’s chain cleaver | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Chainaxe | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chainaxe with Exterminator | 15 | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chain glaive \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Cleaver | 20 | - | - | - | - | - | - | | Club, maul, bludgeon or hammer | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Desire’s needle (Corrupted) _ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Digi laser | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Eviscerator \* | 90 | - | - | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | | Flensing knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flail | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Greatsword \* | 40 | - | - | - | - | - | - | | _Goredrinker axe (Corrupted)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Heavy chain cleaver | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Heavy club | 15 | - | - | - | - | - | - | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | _Hex’iron blade (Corrupted)_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 10 | 10 | 15 | 15 | | Las cutter | 85 | 85 | 85 | 85 | 85 | 85 | 85 | | Polearm \* | 30 | - | - | - | - | - | - | | Power axe | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Power hammer | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Power pick | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Power sword | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | ‘Renderizer’ serrated axe \* | - | - | - | 40 | - | - | - | | Rotary flensing saw | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | Servo-claw | 35 | 35 | 35 | 35 | 30 | 30 | 35 | | Shield (assault/energy) | - | - | - | - | - | 50 | - | | Shock baton | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Shock stave | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Shock whip | - | - | 25 | - | - | - | - | | Spud-jacker | - | - | - | 15 | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Stiletto sword | 35 | 35 | 30 | 35 | 35 | 35 | 35 | | Sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Tenebrous scourge (Corrupted)_ \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Thunder hammer | 70 | 70 | 70 | 70 | 70 | 70 | - | | Two-handed axe \* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Web gauntlet | - | 35 | - | - | - | - | - | | _Xenarch death-arc (Xenos)_ | 75 | 75 | 75 | 75 | 75 | 75 | 75 | ### Grenades | Item | C | D | E | G | O | VS | Any | | :----------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Anti-plant | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blasting charges | 35 | 35 | 35 | 35 | 30 | 35 | 35 | | Choke gas | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | Demolition charges | 50 | 50 | 50 | 50 | 45 | 50 | - | | Flares | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Gunk bombs | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Incendiary charges | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Melta bombs | 60 | 60 | 60 | 60 | 60 | 60 | - | | _Phosphor canister (Imperial)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Plasma | 90 | 90 | 90 | 90 | 90 | 65 | 90 | | Rad | - | - | - | - | - | 25 | - | | Scare gas | 45 | 40 | 40 | 45 | 45 | 45 | 45 | | _Shard (Corrupted) _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Mindflect Shard (Xenos)_ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stun | 15 | 10 | 15 | 15 | 15 | 15 | 15 | ### Equipment | Item | C | D | E | G | O | VS | Any | | :--------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) (Sentry) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blind Snake pouch | 60 | 60 | 60 | 60 | 60 | 60 | - | | Book of the Redemption | 50 | - | - | - | - | - | - | | Bomb delivery rats | 30 | - | - | - | - | - | - | | _Cameleoline cloak_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | | _Cred sniffer_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Data-thief_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Falsehood_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Frenzon collar_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Grapnel launcher | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Grav-chute | 50 | 50 | 50 | 50 | 50 | 40 | 50 | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Holochromatic field_ | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Lho sticks_ | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | _Lock-punch_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Magnacles_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Photo-goggles | 35 | 20 | 35 | 35 | 35 | 35 | 35 | | _Photo-lumens_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Radcounter | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Industrial | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Second Best | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Servo harness -partial | 130 | 130 | 130 | 130 | 130 | 130 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Stimm-slug stash | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web solvent | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Wild Snake | 30 | 30 | 30 | 30 | 30 | 30 | 30 | ### Armour | Item | C | D | E | G | O | VS | Any | | :-------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Ablative overlay_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Armourweave_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Armoured Undersuit | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Carapace -light | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Carapace -heavy | 100 | 100 | 100 | 100 | 100 | 100 | - | | _Ceramite shield_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Hardened | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Layered | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Hardened layered | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Furnace plates | - | - | - | 5 | - | - | - | | _Gutterforged cloak_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Hazard suit | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Incombustible hauberk | 20 | - | - | - | - | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Reflec shroud_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Scrap shield_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ### Field Armour | Item | C | D | E | G | O | VS | Any | | :------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Conversion field | 60 | 60 | 60 | 60 | 60 | 60 | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) | 70 | 70 | 70 | 70 | 70 | 70 | - | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Refractor field](/docs/armoury/field-armour#refractor-field) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | ### Weapon Attachments | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Gunshroud (PB) | 20 | 10 | 20 | 20 | 20 | 20 | 20 | | Hotshot Las Pack (las pistol/gun) | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Infra-sight (PBS)\*\* | - | - | - | - | - | 25 | - | | Infra-sight (PBSH)\*\* | 40 | 35 | 40 | 40 | 40 | - | 40 | | Las-projector (PBS) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Mono-sight (BSH)\*\* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Suspensor (U) | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Telescopic sight (PBS)\*\* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | \*\*Maximum one gunsight per weapon ### Chems | Item | C | D | E | G | O | VS | Any | | :-------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Frenzon_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Ghast_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Icrotic slime_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Kalma_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Obscura_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _‘Slaught_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
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# Generic Bounty Hunter Equipment List This is the equipment list for a generic Bounty Hunter. Choose the cost from the appropriate House Gang or ‘Any’ for all other gangs. Outlaw Bounty Hunters can also have items from the Black Market, marked with _italics_. All weapons can be master-crafted as normal. | Acronym | Gang | | :------ | :------------- | | C | House Cawdor | | D | House Delaque | | E | House Escher | | G | House Goliath | | O | House Orlock | | VS | House Van Saar | | Any | Any other gang | ### Basic Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autogun | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - with Polearm \* | 20 | - | - | - | - | - | - | | Blunderbuss with Polearm \* | 40 | - | - | - | - | - | - | | - Emperor’s Wrath | 35 | - | - | - | - | - | - | | - Master-crafted | 10 | - | - | - | - | - | - | | Boltgun | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Warpstorm (Corrupted)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Combat shotgun (salvo & shredder) | 70 | 70 | 70 | 60 | 55 | 70 | 70 | | - Firestorm | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Lasgun | 15 | 15 | 5 | 15 | 15 | 10 | 15 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 20 | 30 | | Lasgun with Hotshot las pack | 35 | 35 | 25 | 35 | 35 | 30 | 35 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Las carbine | - | - | - | - | - | 20 | - | | - _Focusing crystal_ | - | - | - | - | - | 30 | - | | - Master-crafted | - | - | - | - | - | 5 | - | | _Kroot long rifle (Xenos)_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Solid | 10 | - | - | - | 10 | - | - | | Shotgun (solid & scatter) | 30 | 30 | 30 | 30 | 25 | 30 | 30 | | - Acid rounds | - | - | 15 | - | - | - | - | | - Executioner | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Gas_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Inferno | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Retributor | 20 | - | - | - | - | - | - | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - with Exterminator | 15 | - | - | - | - | - | - | | _Stake-crossbow (Imperial)_ | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Stub cannon | - | - | - | 20 | - | - | - | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Suppression laser | - | - | - | - | - | 40 | - | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Throwing knives | 10 | 10 | 5 | 10 | 10 | 10 | 10 | ### Pistols | Item | C | D | E | G | O | VS | Any | | :----------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Autopistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Manstopper | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Bolt Pistol | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Master-crafted | 15 | 15 | 15 | 15 | 10 | 15 | 15 | | - Gunk | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - _Shatter_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flechette pistol (solid & fleshbane) | - | 30 | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | 75 | 75 | 75 | | Laspistol | 10 | 10 | 10 | 10 | 10 | 5 | 10 | | - _Focusing crystal_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Laspistol with Hotshot las pack | 30 | 30 | 30 | 30 | 30 | 25 | 30 | | - Master-crafted | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Needle pistol | 30 | 30 | 25 | 30 | 30 | 30 | 30 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | - _Static_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - _Warp_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web pistol | 90 | 80 | 90 | 90 | 90 | 90 | 90 | | Autopistol / hand flamer (combi) | 65 | 65 | 65 | 65 | 65 | 65 | 65 | | Autopistol / plasma pistol (combi) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Bolt pistol / hand flamer (combi) | 110 | 110 | 110 | 110 | 110 | 110 | - | | Bolt pistol / needle pistol (combi) | - | - | 60 | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | 80 | 80 | 80 | 80 | 80 | - | | Stub gun / plasma pistol (combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | ### Special Weapons | Item | C | D | E | G | O | VS | Any | | :----------------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Flamer | 130 | 140 | 140 | 140 | 140 | 140 | 140 | | _Flamer with Balefire thrower (Corrupted)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Flamer with Fire Pike | 140 | - | - | - | - | - | - | | Flamer with Autogun (combi) | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Flamer with Bolter (combi) | 180 | 180 | 180 | 175 | 180 | 180 | 180 | | Grav gun | 120 | 120 | 120 | 120 | 120 | 120 | - | | Grenade launcher (frag & krak) | 65 | 65 | 55 | 55 | 65 | 65 | 65 | | - Anti-plant (also combi) | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | - Choke gas | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | - Flare (also combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - Photon flash | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Plasma | 100 | 100 | 100 | 100 | 100 | 100 | - | | - Scare gas | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | - Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Stun round | - | - | - | 15 | - | - | - | | - (frag) with Autogun (combi) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - (frag) with Bolter (combi) | 60 | 60 | 60 | 80 | 60 | 60 | 60 | | - _Hrud fusil (Xenos)_ | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | Long las | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Focusing crystal _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Master-crafted | 5 | 5 | 10 | 10 | 10 | 10 | 10 | | Meltagun | - | 135 | 135 | 135 | 135 | 135 | - | | - with Laspistol (combi) | - | - | - | - | - | 130 | - | | Needle rifle | 40 | 40 | 35 | 40 | 40 | 40 | 40 | | - _Chem darts_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Needle rifle Needler with Bolter (combi) | 90 | 90 | 80 | 90 | 90 | 90 | 90 | | ‘Nightshade’ chem-thrower | - | - | 135 | - | - | - | - | | Plasma gun | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | Plasma gun with Bolter (combi) | 115 | 115 | 115 | 115 | 115 | 115 | 115 | | Plasma gun with Laspistol (combi) | - | - | - | - | - | 95 | - | | Rad gun | - | - | - | - | - | 100 | - | | Webber | 125 | 115 | 125 | 125 | 125 | 125 | 125 | ### Heavy Weapons | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Demiurg energy drill (Xenos)_ \* | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Grav cannon (Imperial)_ \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | | Harpoon launcher \* | 110 | 110 | 110 | 110 | 110 | 110 | 110 | | Heavy crossbow (frag & krak) \* | 125 | - | - | - | - | - | - | | Heavy stubber \* | 130 | 130 | 130 | 130 | 130 | 130 | 130 | | - Phosphor | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Plantbuster | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Rad | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - _Static_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | ‘Krumper’ rivet cannon \* | - | - | - | 70 | - | - | - | | Mining laser \* | 125 | 125 | 125 | 125 | 125 | 125 | 125 | | Plasma cannon \* | 130 | 130 | 130 | 130 | 130 | 130 | - | | Rad cannon \* | - | - | - | - | - | 130 | - | | Seismic cannon \* | 140 | 140 | 140 | 140 | 140 | 140 | 140 | ### Close Combat | Item | C | D | E | G | O | VS | Any | | :--------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Axe | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Boning sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Brute cleaver | - | - | - | 20 | - | - | - | | Butcher’s chain cleaver | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Chainaxe | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chainaxe with Exterminator | 15 | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | - Master-crafted | 5 | 10 | 10 | 10 | 10 | 10 | 10 | | Chain glaive \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Cleaver | 20 | - | - | - | - | - | - | | Club, maul, bludgeon or hammer | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Desire’s needle (Corrupted) _ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Digi laser | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Eviscerator \* | 90 | - | - | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | | Flensing knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Flail | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Greatsword \* | 40 | - | - | - | - | - | - | | _Goredrinker axe (Corrupted)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Heavy chain cleaver | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Heavy club | 15 | - | - | - | - | - | - | | Heavy rock cutter \* | 135 | 135 | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill \* | 90 | 90 | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw \* | 120 | 120 | 120 | 120 | 120 | 120 | 120 | | _Hex’iron blade (Corrupted)_ | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 10 | 10 | 15 | 15 | | Las cutter | 85 | 85 | 85 | 85 | 85 | 85 | 85 | | Polearm \* | 30 | - | - | - | - | - | - | | Power axe | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Power hammer | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Power pick | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Power sword | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | ‘Renderizer’ serrated axe \* | - | - | - | 40 | - | - | - | | Rotary flensing saw | 55 | 55 | 55 | 55 | 55 | 55 | 55 | | Servo-claw | 35 | 35 | 35 | 35 | 30 | 30 | 35 | | Shield (assault/energy) | - | - | - | - | - | 50 | - | | Shock baton | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Shock stave | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Shock whip | - | - | 25 | - | - | - | - | | Spud-jacker | - | - | - | 15 | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Stiletto sword | 35 | 35 | 30 | 35 | 35 | 35 | 35 | | Sword | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Tenebrous scourge (Corrupted)_ \* | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Thunder hammer | 70 | 70 | 70 | 70 | 70 | 70 | - | | Two-handed axe \* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Web gauntlet | - | 35 | - | - | - | - | - | | _Xenarch death-arc (Xenos)_ | 75 | 75 | 75 | 75 | 75 | 75 | 75 | ### Grenades | Item | C | D | E | G | O | VS | Any | | :----------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Anti-plant | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blasting charges | 35 | 35 | 35 | 35 | 30 | 35 | 35 | | Choke gas | 50 | 50 | 45 | 50 | 50 | 50 | 50 | | Demolition charges | 50 | 50 | 50 | 50 | 45 | 50 | - | | Flares | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Gunk bombs | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Incendiary charges | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | | Melta bombs | 60 | 60 | 60 | 60 | 60 | 60 | - | | _Phosphor canister (Imperial)_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Plasma | 90 | 90 | 90 | 90 | 90 | 65 | 90 | | Rad | - | - | - | - | - | 25 | - | | Scare gas | 45 | 40 | 40 | 45 | 45 | 45 | 45 | | _Shard (Corrupted) _ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Mindflect Shard (Xenos)_ | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stun | 15 | 10 | 15 | 15 | 15 | 15 | 15 | ### Equipment | Item | C | D | E | G | O | VS | Any | | :--------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) (Sentry) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Blind Snake pouch | 60 | 60 | 60 | 60 | 60 | 60 | - | | Book of the Redemption | 50 | - | - | - | - | - | - | | Bomb delivery rats | 30 | - | - | - | - | - | - | | _Cameleoline cloak_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | | _Cred sniffer_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Data-thief_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Falsehood_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Frenzon collar_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Grapnel launcher | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Grav-chute | 50 | 50 | 50 | 50 | 50 | 40 | 50 | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Holochromatic field_ | 100 | 100 | 100 | 100 | 100 | 100 | 100 | | _Lho sticks_ | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | _Lock-punch_ | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | _Magnacles_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Photo-goggles | 35 | 20 | 35 | 35 | 35 | 35 | 35 | | _Photo-lumens_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Radcounter | 50 | 50 | 50 | 50 | 50 | 50 | 50 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | - Industrial | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | Second Best | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Servo harness -partial | 130 | 130 | 130 | 130 | 130 | 130 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Stimm-slug stash | 30 | 30 | 30 | 25 | 30 | 30 | 30 | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Web solvent | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Wild Snake | 30 | 30 | 30 | 30 | 30 | 30 | 30 | ### Armour | Item | C | D | E | G | O | VS | Any | | :-------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Ablative overlay_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Armourweave_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Armoured Undersuit | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Carapace -light | 80 | 80 | 80 | 80 | 80 | 80 | 80 | | Carapace -heavy | 100 | 100 | 100 | 100 | 100 | 100 | - | | _Ceramite shield_ | 40 | 40 | 40 | 40 | 40 | 40 | 40 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | - Hardened | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Layered | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | - Hardened layered | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Furnace plates | - | - | - | 5 | - | - | - | | _Gutterforged cloak_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Hazard suit | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Incombustible hauberk | 20 | - | - | - | - | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Reflec shroud_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Scrap shield_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ### Field Armour | Item | C | D | E | G | O | VS | Any | | :------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Conversion field | 60 | 60 | 60 | 60 | 60 | 60 | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) | 70 | 70 | 70 | 70 | 70 | 70 | - | | _Hexagrammic fetish_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Refractor field](/docs/armoury/field-armour#refractor-field) | 50 | 50 | 50 | 50 | 50 | 50 | 50 | ### Weapon Attachments | Item | C | D | E | G | O | VS | Any | | :-------------------------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | Gunshroud (PB) | 20 | 10 | 20 | 20 | 20 | 20 | 20 | | Hotshot Las Pack (las pistol/gun) | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | Infra-sight (PBS)\*\* | - | - | - | - | - | 25 | - | | Infra-sight (PBSH)\*\* | 40 | 35 | 40 | 40 | 40 | - | 40 | | Las-projector (PBS) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Mono-sight (BSH)\*\* | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Suspensor (U) | 60 | 60 | 60 | 60 | 60 | 60 | 60 | | Telescopic sight (PBS)\*\* | 25 | 25 | 25 | 25 | 25 | 25 | 25 | \*\*Maximum one gunsight per weapon ### Chems | Item | C | D | E | G | O | VS | Any | | :-------------- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | _Frenzon_ | 20 | 20 | 20 | 20 | 20 | 20 | 20 | | _Ghast_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _Icrotic slime_ | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | _Kalma_ | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | _Obscura_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 | | _‘Slaught_ | 30 | 30 | 30 | 30 | 30 | 30 | 30 |
Unknown
Unknown
Unknown
Unknown
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# House Favours _Source: Necromunda Core Rulebook (2023)_ The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During step 2 of the Pre-battle sequence of any battle, a gang may petition their House or faction for aid. Roll 2D6 on the table below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). ### House Favours _Source: Necromunda Core Rulebook (2023)_ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang’s House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br /> The player must select one of their Juves or Gangers and remove them from the gang. | | 3-5 | **No Effect:** _Do not bore me with your cries!_<br /> Despite the gang leader’s pleas, their House remains indifferent to the gang’s plight – try harder, ganger! | | 6-8 | **Arms Shipment:** _Clearly, they simply require the tools to get the job done._<br /> The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br /> The player may add a Juve to their gang – though they still need to buy them equipment as normal. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br /> The House sends a trainer – the player may choose D3+1 of their fighters to earn D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br /> The player may generate a Ganger with up to 100 credits worth of gear and 2D6 Experience to add to their gang as a permanent addition. | ### Cawdor Favours _Source: House of Faith_ Cawdor House Favours represent the Clan House nobles, or perhaps even the Thane himself, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Word-Keepers giving their followers spiritual guidance or just much-needed firepower. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours _Source: House of Shadow_ Delaque House Favours represent the Clan House nobles, or perhaps even the Star Chamber, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, hidden benefactors sharing their secrets with emergent gang leaders. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours _Source: House of Blades_ Escher House Favours represent the influence and aid of the major factions within the clan. This could be aid from the Chymist Cults or the hab-mothers supplying chems or weaponry, or even specific help from the Wyld or the Death-maidens. If a gang is especially favoured, they may even draw the notice of the Council of Crones, who can use their great power to support the gang in its underhive battles. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours _Source: House of Chains_ Goliath House Favours represent the beneficence of the Goliath Over-tyrant, or the Hive Alpha. At the Arbitrator’s discretion, gangs belonging to House Goliath can roll on the Goliath House Favours table. This should be done at the start of a campaign week, but may be done at any time the Arbitrator deems appropriate. Players should be warned though, while these masters might bestow gifts upon the gang, they might also exact a price for those audacious enough to call upon them. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours _Source: House of Iron_ Orlock House Favours represent the largess of the Clan Families and their patriarchs or matriarchs taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up-and-comers, or Road Bosses giving their clan brothers and sisters a helping hand. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours _Source: House of Artifice_ Van Saar House Favours represent the largess of the clan masters taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Primes and Archeoteks of great renown aiding their clan brothers and sisters in whichever manner they deem most appropriate. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours _Source: Book of Ruin_ _Genestealer Cults Favours represent the cult performing psychic rites to establish a connection to the distant being lurking beneath the ruins of Hive Secundus, and taking guidance from its mental commands._ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours _Source: Book of Ruin_ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours _Source: Book of Ruin_ _Chaos Favours represent gifts of the Dark Gods, as well as the warping power of Chaos as it takes root within the gang._ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> | ## House Sub-Plots _Source: Necromunda Core Rulebook (2023)_ The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs – each gang leader is akin to a general in the House’s armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House’s foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters – one which gang leaders ignore at their peril. House Sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any scenario, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional gang tactics should they complete them. Players should decide during the pre-battle sequence if they want to use House Subplots, with both players needing to agree to include them. If they do, they will need a deck of playing cards containing two Joker cards. Each player shuffles the deck and draws a card without letting their opponent see it – starting with the player with the lower Gang Rating, or, if both gangs have the same Gang Rating, the player that rolls highest on a D6. They should then consult the table in their respective House of … book to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponent and draw two new cards (without showing their opponent), giving them two Sub-plots for the battle. If one of these cards is also a Joker card then repeat the process, giving the player a total of three Subplots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded.
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# House Favours _Source: Necromunda Core Rulebook (2023)_ The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During step 2 of the Pre-battle sequence of any battle, a gang may petition their House or faction for aid. Roll 2D6 on the table below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). ### House Favours _Source: Necromunda Core Rulebook (2023)_ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang’s House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br /> The player must select one of their Juves or Gangers and remove them from the gang. | | 3-5 | **No Effect:** _Do not bore me with your cries!_<br /> Despite the gang leader’s pleas, their House remains indifferent to the gang’s plight – try harder, ganger! | | 6-8 | **Arms Shipment:** _Clearly, they simply require the tools to get the job done._<br /> The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br /> The player may add a Juve to their gang – though they still need to buy them equipment as normal. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br /> The House sends a trainer – the player may choose D3+1 of their fighters to earn D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br /> The player may generate a Ganger with up to 100 credits worth of gear and 2D6 Experience to add to their gang as a permanent addition. | ### Cawdor Favours _Source: House of Faith_ Cawdor House Favours represent the Clan House nobles, or perhaps even the Thane himself, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Word-Keepers giving their followers spiritual guidance or just much-needed firepower. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours _Source: House of Shadow_ Delaque House Favours represent the Clan House nobles, or perhaps even the Star Chamber, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, hidden benefactors sharing their secrets with emergent gang leaders. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours _Source: House of Blades_ Escher House Favours represent the influence and aid of the major factions within the clan. This could be aid from the Chymist Cults or the hab-mothers supplying chems or weaponry, or even specific help from the Wyld or the Death-maidens. If a gang is especially favoured, they may even draw the notice of the Council of Crones, who can use their great power to support the gang in its underhive battles. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours _Source: House of Chains_ Goliath House Favours represent the beneficence of the Goliath Over-tyrant, or the Hive Alpha. At the Arbitrator’s discretion, gangs belonging to House Goliath can roll on the Goliath House Favours table. This should be done at the start of a campaign week, but may be done at any time the Arbitrator deems appropriate. Players should be warned though, while these masters might bestow gifts upon the gang, they might also exact a price for those audacious enough to call upon them. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours _Source: House of Iron_ Orlock House Favours represent the largess of the Clan Families and their patriarchs or matriarchs taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up-and-comers, or Road Bosses giving their clan brothers and sisters a helping hand. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours _Source: House of Artifice_ Van Saar House Favours represent the largess of the clan masters taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Primes and Archeoteks of great renown aiding their clan brothers and sisters in whichever manner they deem most appropriate. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours _Source: Book of Ruin_ _Genestealer Cults Favours represent the cult performing psychic rites to establish a connection to the distant being lurking beneath the ruins of Hive Secundus, and taking guidance from its mental commands._ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours _Source: Book of Ruin_ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours _Source: Book of Ruin_ _Chaos Favours represent gifts of the Dark Gods, as well as the warping power of Chaos as it takes root within the gang._ | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | --------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> | ## House Sub-Plots _Source: Necromunda Core Rulebook (2023)_ The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs – each gang leader is akin to a general in the House’s armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House’s foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters – one which gang leaders ignore at their peril. House Sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any scenario, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional gang tactics should they complete them. Players should decide during the pre-battle sequence if they want to use House Subplots, with both players needing to agree to include them. If they do, they will need a deck of playing cards containing two Joker cards. Each player shuffles the deck and draws a card without letting their opponent see it – starting with the player with the lower Gang Rating, or, if both gangs have the same Gang Rating, the player that rolls highest on a D6. They should then consult the table in their respective House of … book to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponent and draw two new cards (without showing their opponent), giving them two Sub-plots for the battle. If one of these cards is also a Joker card then repeat the process, giving the player a total of three Subplots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded.
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# Campaign Variants _Source: Necromunda Core Rulebook (2023)_ Necromunda is an extremely customisable game system with a host of optional rules and expansions for the Arbitrator to add to their campaigns as desired. In addition to these campaign add-ons, the Necromunda campaigns themselves can be altered to give the Arbitrator and their players a different gaming experience. This can range from campaigns that place restrictions on weapons and wargear, victory conditions and Territory, all the way to those that change the way gangs are constructed or even the core rules of the game themselves. Presented in this section is a collection of campaign variants designed to work with the standard Necromunda Dominion Campaign rules, though the Arbitrator can adapt these rules further to suit any campaign (though they may encounter some unusual situations during the campaign, and should be prepared to make some adjustments if required). ## Old Kingdoms Some parts of the underhive have been under the control of the same gangs since before anyone alive can remember. Every now and then something changes, a gang collapses or wants more, and then the gangs go to war, re-soaking the same old ground with fresh blood. In the Old Kingdoms variant, players each start with two random Territories out of those drawn for the campaign. The remainder are discarded. There is no Occupation phase in this variant. Instead there are two three-week Takeover phases, separated by one week of Downtime. ## Into The Unknown In this variant, the gangs are exploring an area where everything is unknown – perhaps a pass into an inaccessible part of the underhive has opened up, or the gangs are prospecting deep in Hive Bottom or out in the Ash Wastes. This variant works like the Dominion Campaign, but rather than revealing the Territories at the start of the campaign, they are kept secret (the cards are drawn but not turned over). A Territory is still chosen as the stake for each battle in the Occupation phase, but that Territory is chosen from the unrevealed Territories before being revealed. Simply, Territories are only revealed to players when they are fought over. In the Takeover phase, battles are fought over either revealed Territories held by a gang, or over a Territory that has not yet been revealed. ## Escalation Campaign Sometimes on Necromunda, things get bad, and then they just keep on getting worse. In an Escalation Campaign gangs continue to increase in size and power regardless of the outcome of the battles they play. To defeat their opponents, players cannot simply win their battles, but must utterly crush their enemies, or seek victory in other ways, as even a weakened opponent will soon return to fighting strength. An Escalation Campaign uses the following rules: - In an Escalation Campaign, Territories and similar mechanics do not grant any credit rewards – though they may still provide other benefits (such as free Juves or increased Reputation). - Gangs do not gain credits as rewards from scenarios, regardless of the outcome. - Gangs cannot earn credits from selling equipment or fighters. - After each battle a gang takes part in, add 250 credits to its Stash. The most a gang can earn in this way during each Campaign Week is 500 credits, though they may still earn extra Reputation, Experience and other rewards from fighting more battles. - In an Escalation Campaign, Triumphs relating to the acquiring of credits and wealth are not used. ## Classic Campaign A Classic Necromunda Campaign captures some of the low-tech simplicity and savage randomness of the original Necromunda game. Gangs are less well-armed and armoured, must rely upon chance to see what they find at the Trading Post and must really smash their opponents if they hope to capture their turf. Classic Campaigns also use some older game rules, making weapons less reliable, rapid fire even deadlier and grenades more unpredictable! A Classic Necromunda Campaign uses the following rules: - When a player is creating their gang, they can only equip their fighters with Common items from the Trading Post, and any items that are unique to their gang’s House Equipment List. Flak armour and mesh armour are Rare (10). All fighters begin the campaign without armour, which does not alter their cost. - Gangs cannot include any Hangers-on or Brutes or use gang tactics. - All battles take place in the Underhive, this means vehicles and wargear that grant the Mounted condition are not used – note this means that gangs do not gain an extra 400 credits to spend on them. - A gang can never contain more than two heavy and/or special weapons at any time. When the gang makes a Purchase Equipment action during the Visit the Trading Post step of the post-battle sequence, a player can buy Common items from the Trading Post, or items that are unique to their gang’s House Equipment List for their fighters. - The Seek Rare Equipment action is changed as follows. The player rolls a D6 for each Leader or Champion that performed a Trade action during the post-battle actions step, and consults the table below to see what item is on offer: The player may then select one item in the category rolled regardless of Rarity (X) or Illegal (X) rules. This item may be purchased as normal. | &nbsp;D6&nbsp; | Rare Equipment | | :------------: | :--------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Weapon:** Roll a D6 – 1-2 Basic Weapon, 3 Pistol, 4 Special Weapon, 5 Heavy Weapon, 6 Close Combat Weapon | | 3-4 | **Wargear:** Roll a D6 – 1 Grenades, 2 Gang Equipment, 3 Personal Equipment, 4 Weapon Accessories, 5 Status Items, 6 Exotic Beasts | | 5-6 | **Armour:** Roll a D6 – 1-5 Armour, 6 Field Armour | - Each player begins the campaign with three Dominion Campaign Territories. These Territories are chosen by the player from all those available. There is no limit on how many players can choose the same type of Territory. - During the pre-battle sequence, players ignore the Make a Challenge and Stake Territory step. Instead, players organise battles as they see fit. - At the end of a battle, if the winning gang takes at least three times as many enemy fighters (minimum 3) Out of Action as the opposing gang did, then it takes over one randomly selected Territory from the opposing gang. If the opposing gang only has a single Territory, then no Territories are taken over. - There are no Campaign Weeks, phases or Downtime in a Classic Necromunda Campaign – the Arbitrator and the players can decide how long they wish it to run. - A Classic Necromunda Campaign uses the following optional rules: Unreliable Weapons, Hail of Bullets, Wild Grenades and Shells, and Exploding Weapons (see [Optional Special Rules](/docs/arbitrator-tools/optional-special-rules)). ## Ironman Campaign In an Ironman Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment or fall back on allies or gang tactics for extra muscle. An Ironman Campaign is also more lethal than a normal campaign, with death far more common, to reflect its added level of brutality. An Ironman Campaign uses the following rules: - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation. Any unspent credits are added to the gang’s Stash, but can only be used to pay for visits to the Doc. - During gang creation, fighters may be equipped with any item from their House Equipment List, the Trading Post regardless of the Rare (X) or Illegal (X) rules. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special or heavy weapons, etc.). - Dramatis Personae, Bounty Hunters and Hive Scum can all be added to a gang during its creation. For the purposes of this type of campaign, these fighters ignore the Dead, Not Alive, Claiming Bounties, and “We’ll Get Our Bit…” special rules and are instead permanently added to the gang. - Leaders begin the campaign with 15 XP, Champions begin the campaign with 10 XP, and each other fighter begins with 6 XP. Leaders and Champions can spend these XP right away or save them for later. Other fighters must spend themright away. - Dominion Campaign Territories are determined as normal, then are divided up randomly between the players so that all Territories are claimed and all players have the same number of Territories. - House Agents, House Favours and Alliances are not used. - During the pre-battle sequence, the Recruit Hired Guns step is not used. During the post-battle sequence, the Collect Income and Visit the Trading Post steps are not used. In effect, players may never add new equipment or fighters to their gangs from any source (this includes fighters gained from Territories or gang tactics and equipment recovered from dead fighters). - When a fighter (including Hired Guns) suffers a Lasting Injury, instead of rolling on the Lasting Injury table, the opposing player rolls a D6: | &nbsp;D6&nbsp; | Result | | :------------: | :------------------------------------------------------------------------------------------- | | 1-3 | Out Cold (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 4-5 | Critical Injury (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 6 | Memorable Death (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | - There are no Campaign Weeks, phases or Downtime in an Ironman Necromunda Campaign, and it continues until either there is only one gang left able to field fighters, or all but one of the players has retired their gang due to losses. ## Dome Rush A hive quake has opened up a new area, and gangs are rushing to be the first to claim the riches there. In a Dome Rush Campaign, Territory is discovered and discarded regularly, and the goal for the gangs is to gain reputation and as many creds as they can muster, bleeding an area dry before moving on to the next. It is a campaign that is rich in credits, and while gangs don’t hold on to great territorial empires, they grow rapidly in wealth. A Dome Rush Campaign uses the following rules: - Territory is handled differently in a Dome Rush Campaign – finds are quickly turned into credits and then gangs move on to fresh areas, travelling nomadically from camp to camp rather than establishing a hideout. Gangs do not start with any Territories. - When a gang would claim a new Territory as a result of winning a battle, they instead add D6x50 credits to their stash, representing the finds in that region being quickly converted into credits. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the first area the gangs are exploring and it will remain in play for the duration of the first Campaign Week. For the first Campaign Week, all gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - At the start of the second Campaign Week, the Arbitrator discards this Territory and generates a new Territory to take its place (representing a new area the gangs have moved on to). - This process is repeated at the start of each Campaign Week for the duration of the campaign. - In a Dome Rush, lots of good loot is flowing out of the newly discovered area – to reflect this, and to represent the eagerness of Guilders to capitalise on this new wealth, all gangs add 2 to the Availability Level when seeking Rare or Illegal equipment (see [Visiting the Trading Post](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post)). - Victory is determined by Reputation and credits. Triumphs relating to the gaining and holding of Territory are not used. ## Last Gang Standing Trapped in a small settlement or cramped dome, a group of fledgling gangs wage a violent war for supremacy. The Last Gang Standing Campaign is a short campaign that is played out over a few bloody battles. It is both quick and brutal, as all the gangs are fighting over a single Territory or Racket, and every battle results in casualties. This type of campaign adds a number of additional rules that capture the viciousness of this closed-in struggle for the control of a small settlement or zone deep in the underhive. A Last Gang Standing Campaign uses the following rules: - This campaign consists of only a single phase, itself lasting between three and six Campaign Weeks, as decided by the Arbitrator. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the extent of the small settlement the gangs are fighting over. All gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - Gangs cannot recruit new fighters (other than those generated as Territory Boons), nor can they make use of Hired Guns, though they can still visit the Trading Post or Black Market and buy new equipment. - Every battle in this campaign is a multi-player battle. Each time a battle is fought, the Arbitrator chooses the scenario and all gangs participate. Alliances between gangs are encouraged, but players should feel free to betray their alliances at the most opportune moments, representing the ruthlessness of the gangs in their drive for supremacy. - When a fighter goes Out of Action, no roll on the Lasting Injury table is made – instead it is assumed that the fighter has been killed in the savage war for supremacy – and they are removed from the player’s gang. - If a gang bottles out (including bottling out voluntarily), the Arbitrator removes D3 fighters at random from their gang, not including their Leader. This represents that the gang is new and inexperienced, and that green fighters may, when faced with the brutal reality of gang warfare, give it up as a bad idea. - Victory goes to the gang with the highest Gang Rating at the end of the phase. No other Triumphs are used. ## Hive Empires Having risen to control entire zones, mighty gangs then turn their attention to each other, waging inter-House warfare on an epic scale. In a Hive Empires Campaign, the gangs start out rich in Territories and Rackets, commanding a large section of the underhive. However, the size of their gang and their wealth is more tightly tied to their holdings, and a loss to their ‘empire’ means a direct and lasting loss to their gang’s power. A Hive Empires Campaign uses the following rules: - To play out the kind of macro warfare represented by a Hive Empires Campaign, the Arbitrator will need to create a map depicting the locations of the different gang holdings and the battlefields they are fighting over: - On the map, draw a number of zones – there should be three times as many as there are players in the campaign. - Then, draw lines linking each zone to one or more other zones (representing the tunnels and domes that connect the zones). - The Arbitrator can then give the zones appropriate names (such as the Cogwind Canyons, Sump-river City, or Ash Docks, for example). - The players begin the campaign in control of three connected zones (the Arbitrator can either assign these or have the players choose randomly). - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation, allowing them to be hired at gang creation. - At the start of the campaign, each gang has a Territory or Racket for each zone they control (the Arbitrator can assign these Territories or Rackets to zones or allow the players to do so). - When issuing challenges, players can only attack zones that are connected to a zone they control – unless they make a deal with another player to pass through their zones. - If the challenger successfully claims a Territory or Racket, they then take control of the zone and the Territory or Racket it contains. - Victory is determined using all the normal Triumphs. ## Nomads Of The Underhive In the deepest and darkest depths of the underhive there are very few resources to go around, and gangs must struggle over the scraps cast down from above. A Nomads of the Underhive Campaign is a campaign that is very sparse in terms of credits and Territories, where the gangs must scratch out a living from among the lowest levels of the underhive. It can present an interesting challenge and change of pace from the other, more cred-rich types of campaign available, as gangs must truly struggle to survive. A Nomads of the Underhive Campaign uses the following rules: - Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits. - At the beginning of this type of campaign, the Arbitrator should generate as many Territories as there are gangs involved and randomly assign one Territory to each gang. - Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal. - The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have: - Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list. - Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10. - Gangs may purchase any other equipment from either their House or the Trading Post as normal. - At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard. - If a gang no longer controls any Territories, they remain in the campaign and may capture Territory as usual. - Victory is determined by the last gang to hold a Territory. ## Helmawr’s War Sometimes inter-House warfare becomes so widespread that it disrupts hive production levels and Lord Helmawr orders a gang purge. In a Helmawr’s War Campaign, the gangs are divided into two sides and war is declared! These divisions can be based on almost anything, from outlaws versus lawmen to heretics versus servants of the Ministorum, but only one side can emerge victorious from the bloodshed. A Helmawr’s War Campaign uses the following rules: - At the start of the campaign, the Arbitrator should divide the players’ gangs evenly into those deputised by the Guilders and supporting the purge, and those declared as renegades and fighting against the purge. - If there are an uneven number of players, then the odd gang joins the outlaws. - Only outlaw gangs start controlling any Territory or Rackets: - Create a pool of Territories or Rackets equal to the number of outlaw gangs taking part in the campaign. - For the purposes of the campaign, all outlaw gangs benefit from these Territories or Rackets just as if their gang was in sole control of them. - Deputised gangs begin the campaign with no Territories or Rackets, but may spend an additional 250 credits when creating their gangs. - As there are no unclaimed Territories or Rackets, gangs may challenge other gangs for Territories or Rackets from the beginning of the campaign. - Whenever a deputised gang would gain a Territory or Racket from an outlaw gang, this Territory or Racket is discarded from the campaign, as it is considered to now be ‘under control’. - There is no restriction on which gangs can fight each other (after all, it can be imagined that deputised gangs mistake each other for outlaws while outlaws are struggling over their shrinking turf). In these kinds of battles, no Territories or Rackets change hands, but gangs may earn credits, Experience and Reputation as normal. - Victory is dependent on remaining Rackets or Territories. If all of these have been captured by the deputised gangs, then their side is victorious, otherwise the purge has failed and the outlaw gangs stand victorious. Other Triumphs may be used to determine secondary victory conditions as usual. ## Perpetual Campaigns Sometimes you just don’t want the fighting to end as gangs continue to grow ever larger and more powerful, or fall from seemingly unassailable heights to become just another cautionary tale. The simplest method for running a perpetual campaign is to just keep playing battles. In this way the campaign has no end, and the end of each campaign phase signals the start of another. For those following a specific campaign system with dedicated phases, such as the Dominion Campaign, a perpetual campaign can be achieved by looping the campaign phases – in this case, the Occupation phase and Takeover phase – separated by Downtime phases. For example, a perpetual Dominion Campaign would have the following sequence of phases: Occupation > Downtime > Takeover > Cycle Downtime > Occupation > Downtime > Takeover, etc. Each complete block of Occupation > Downtime > Takeover is referred to as a campaign cycle, and each cycle is separated by a Cycle Downtime phase. The Cycle Downtime phase is the perfect time to introduce new gangs to the campaign, to form splinter gangs, or for a player to retire their gang. Players wishing to carry on their gang unchanged into the next campaign cycle do nothing and all rules for a Downtime phase apply as normal to all gangs. This method can easily be used for other types of campaign systems as presented here and in various Necromunda supplements. ### Territories When playing a Dominion Campaign, the end of a campaign cycle will likely see multiple gangs in control of several Territories each. In the case of a perpetual campaign, players may find that all the Territories available are soon controlled, making it difficult for newplayers to join in and make an impact. To counter this, the Arbitrator may decide that Territories must be refreshed during Cycle Downtime. If Territories are refreshed, players retain a number of Territories limited by their Gang Rating. Each player may retain one Territory of their choice for each full 1,000 credits of their Gang Rating, e.g., a player with a Gang Rating of 2,300 credits would choose up to two Territories they currently control to retain. The rest of the Territories are lost and a new set of Territories is determined as described in the campaign being played. When determining Territories for a new campaign cycle, the number of Territories generated should be based upon the total number of gangs participating in the campaign as normal. This means there will often be more Territories to fight over in a perpetual campaign than in a standard Dominion Campaign, and many of these may be duplicated. This is deliberate. Not only does it allow new gangs a fair chance to capture uncontrolled Territories, it also means that, should a veteran gang stumble and begin suffering losses, the collapse of its large dominion both looks and feels very significant. :::info ### Semi-Perpetual Dominion Campaigns A semi-perpetual campaign is a method based upon the idea of splinter gangs. After a campaign has ended, victors have been determined, Triumphs have been awarded and things have settled down, players create new gangs as described in [Gang Creation](/docs/founding-a-gang/gang-creation). Any player that was awarded a Triumph at the end of the previous campaign and includes any fighters or Crew from their original gang receives additional benefits based on the Triumphs they were awarded, as described in the table below: | Triumph | Benefit | | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Dominator | The gang gains an extra starting Territory, chosen at random from all Territories after each player has chosen their starting Territory. | | Slaughterer | After the gang has been founded, the gang gains 6 additional XP that can be distributed between fighters recruited from an old gang. Only 2 XP can be given to any single fighter. | | Creditor | The gang starts with an extra 100 credits which are added to their starting Stash. | | Warmonger | The gang starts the campaign with an additional 3 Reputation and can choose to be the attacker or defender in their first battle, regardless of who issued the challenge. | | Powerbroker | The gang can choose to start the campaign with one of the following Hangers-on for free: Ammo-jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper. | These Triumph benefits are only retained for that campaign. At the end of the campaign, Triumphs are assigned as normal and can switch from player to player between campaigns. ::: ### Maximum Starting Crewsizes In a perpetual campaign, as gangs get larger the number of fighters will inevitably increase and this could result in one gang fielding an unmanageable quantity of fighters at once. To combat this, Arbitrators may wish to place a limit on the maximum number of fighters a single player can field in scenarios with unlimited Custom Crew selection. A maximum fighter limit can be set through the use of a player’s Gang Rating. When a scenario uses the Custom Selection method, a player can choose a maximum number of fighters determined by their Gang Rating, as shown in the table below: | Gang Rating | Maximum Crew Size | | :---------: | :---------------: | | Up to 1,000 | 10 | | 1,001-2,000 | 15 | | 2,001-3,000 | 20 | | 3,001+ | 25 | Hired Guns and fighters recruited as part of House Patronage are not included in this limit and may increase the crew size above the maximum shown on the table
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# Campaign Variants _Source: Necromunda Core Rulebook (2023)_ Necromunda is an extremely customisable game system with a host of optional rules and expansions for the Arbitrator to add to their campaigns as desired. In addition to these campaign add-ons, the Necromunda campaigns themselves can be altered to give the Arbitrator and their players a different gaming experience. This can range from campaigns that place restrictions on weapons and wargear, victory conditions and Territory, all the way to those that change the way gangs are constructed or even the core rules of the game themselves. Presented in this section is a collection of campaign variants designed to work with the standard Necromunda Dominion Campaign rules, though the Arbitrator can adapt these rules further to suit any campaign (though they may encounter some unusual situations during the campaign, and should be prepared to make some adjustments if required). ## Old Kingdoms Some parts of the underhive have been under the control of the same gangs since before anyone alive can remember. Every now and then something changes, a gang collapses or wants more, and then the gangs go to war, re-soaking the same old ground with fresh blood. In the Old Kingdoms variant, players each start with two random Territories out of those drawn for the campaign. The remainder are discarded. There is no Occupation phase in this variant. Instead there are two three-week Takeover phases, separated by one week of Downtime. ## Into The Unknown In this variant, the gangs are exploring an area where everything is unknown – perhaps a pass into an inaccessible part of the underhive has opened up, or the gangs are prospecting deep in Hive Bottom or out in the Ash Wastes. This variant works like the Dominion Campaign, but rather than revealing the Territories at the start of the campaign, they are kept secret (the cards are drawn but not turned over). A Territory is still chosen as the stake for each battle in the Occupation phase, but that Territory is chosen from the unrevealed Territories before being revealed. Simply, Territories are only revealed to players when they are fought over. In the Takeover phase, battles are fought over either revealed Territories held by a gang, or over a Territory that has not yet been revealed. ## Escalation Campaign Sometimes on Necromunda, things get bad, and then they just keep on getting worse. In an Escalation Campaign gangs continue to increase in size and power regardless of the outcome of the battles they play. To defeat their opponents, players cannot simply win their battles, but must utterly crush their enemies, or seek victory in other ways, as even a weakened opponent will soon return to fighting strength. An Escalation Campaign uses the following rules: - In an Escalation Campaign, Territories and similar mechanics do not grant any credit rewards – though they may still provide other benefits (such as free Juves or increased Reputation). - Gangs do not gain credits as rewards from scenarios, regardless of the outcome. - Gangs cannot earn credits from selling equipment or fighters. - After each battle a gang takes part in, add 250 credits to its Stash. The most a gang can earn in this way during each Campaign Week is 500 credits, though they may still earn extra Reputation, Experience and other rewards from fighting more battles. - In an Escalation Campaign, Triumphs relating to the acquiring of credits and wealth are not used. ## Classic Campaign A Classic Necromunda Campaign captures some of the low-tech simplicity and savage randomness of the original Necromunda game. Gangs are less well-armed and armoured, must rely upon chance to see what they find at the Trading Post and must really smash their opponents if they hope to capture their turf. Classic Campaigns also use some older game rules, making weapons less reliable, rapid fire even deadlier and grenades more unpredictable! A Classic Necromunda Campaign uses the following rules: - When a player is creating their gang, they can only equip their fighters with Common items from the Trading Post, and any items that are unique to their gang’s House Equipment List. Flak armour and mesh armour are Rare (10). All fighters begin the campaign without armour, which does not alter their cost. - Gangs cannot include any Hangers-on or Brutes or use gang tactics. - All battles take place in the Underhive, this means vehicles and wargear that grant the Mounted condition are not used – note this means that gangs do not gain an extra 400 credits to spend on them. - A gang can never contain more than two heavy and/or special weapons at any time. When the gang makes a Purchase Equipment action during the Visit the Trading Post step of the post-battle sequence, a player can buy Common items from the Trading Post, or items that are unique to their gang’s House Equipment List for their fighters. - The Seek Rare Equipment action is changed as follows. The player rolls a D6 for each Leader or Champion that performed a Trade action during the post-battle actions step, and consults the table below to see what item is on offer: The player may then select one item in the category rolled regardless of Rarity (X) or Illegal (X) rules. This item may be purchased as normal. | &nbsp;D6&nbsp; | Rare Equipment | | :------------: | :--------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Weapon:** Roll a D6 – 1-2 Basic Weapon, 3 Pistol, 4 Special Weapon, 5 Heavy Weapon, 6 Close Combat Weapon | | 3-4 | **Wargear:** Roll a D6 – 1 Grenades, 2 Gang Equipment, 3 Personal Equipment, 4 Weapon Accessories, 5 Status Items, 6 Exotic Beasts | | 5-6 | **Armour:** Roll a D6 – 1-5 Armour, 6 Field Armour | - Each player begins the campaign with three Dominion Campaign Territories. These Territories are chosen by the player from all those available. There is no limit on how many players can choose the same type of Territory. - During the pre-battle sequence, players ignore the Make a Challenge and Stake Territory step. Instead, players organise battles as they see fit. - At the end of a battle, if the winning gang takes at least three times as many enemy fighters (minimum 3) Out of Action as the opposing gang did, then it takes over one randomly selected Territory from the opposing gang. If the opposing gang only has a single Territory, then no Territories are taken over. - There are no Campaign Weeks, phases or Downtime in a Classic Necromunda Campaign – the Arbitrator and the players can decide how long they wish it to run. - A Classic Necromunda Campaign uses the following optional rules: Unreliable Weapons, Hail of Bullets, Wild Grenades and Shells, and Exploding Weapons (see [Optional Special Rules](/docs/arbitrator-tools/optional-special-rules)). ## Ironman Campaign In an Ironman Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment or fall back on allies or gang tactics for extra muscle. An Ironman Campaign is also more lethal than a normal campaign, with death far more common, to reflect its added level of brutality. An Ironman Campaign uses the following rules: - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation. Any unspent credits are added to the gang’s Stash, but can only be used to pay for visits to the Doc. - During gang creation, fighters may be equipped with any item from their House Equipment List, the Trading Post regardless of the Rare (X) or Illegal (X) rules. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special or heavy weapons, etc.). - Dramatis Personae, Bounty Hunters and Hive Scum can all be added to a gang during its creation. For the purposes of this type of campaign, these fighters ignore the Dead, Not Alive, Claiming Bounties, and “We’ll Get Our Bit…” special rules and are instead permanently added to the gang. - Leaders begin the campaign with 15 XP, Champions begin the campaign with 10 XP, and each other fighter begins with 6 XP. Leaders and Champions can spend these XP right away or save them for later. Other fighters must spend themright away. - Dominion Campaign Territories are determined as normal, then are divided up randomly between the players so that all Territories are claimed and all players have the same number of Territories. - House Agents, House Favours and Alliances are not used. - During the pre-battle sequence, the Recruit Hired Guns step is not used. During the post-battle sequence, the Collect Income and Visit the Trading Post steps are not used. In effect, players may never add new equipment or fighters to their gangs from any source (this includes fighters gained from Territories or gang tactics and equipment recovered from dead fighters). - When a fighter (including Hired Guns) suffers a Lasting Injury, instead of rolling on the Lasting Injury table, the opposing player rolls a D6: | &nbsp;D6&nbsp; | Result | | :------------: | :------------------------------------------------------------------------------------------- | | 1-3 | Out Cold (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 4-5 | Critical Injury (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 6 | Memorable Death (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | - There are no Campaign Weeks, phases or Downtime in an Ironman Necromunda Campaign, and it continues until either there is only one gang left able to field fighters, or all but one of the players has retired their gang due to losses. ## Dome Rush A hive quake has opened up a new area, and gangs are rushing to be the first to claim the riches there. In a Dome Rush Campaign, Territory is discovered and discarded regularly, and the goal for the gangs is to gain reputation and as many creds as they can muster, bleeding an area dry before moving on to the next. It is a campaign that is rich in credits, and while gangs don’t hold on to great territorial empires, they grow rapidly in wealth. A Dome Rush Campaign uses the following rules: - Territory is handled differently in a Dome Rush Campaign – finds are quickly turned into credits and then gangs move on to fresh areas, travelling nomadically from camp to camp rather than establishing a hideout. Gangs do not start with any Territories. - When a gang would claim a new Territory as a result of winning a battle, they instead add D6x50 credits to their stash, representing the finds in that region being quickly converted into credits. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the first area the gangs are exploring and it will remain in play for the duration of the first Campaign Week. For the first Campaign Week, all gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - At the start of the second Campaign Week, the Arbitrator discards this Territory and generates a new Territory to take its place (representing a new area the gangs have moved on to). - This process is repeated at the start of each Campaign Week for the duration of the campaign. - In a Dome Rush, lots of good loot is flowing out of the newly discovered area – to reflect this, and to represent the eagerness of Guilders to capitalise on this new wealth, all gangs add 2 to the Availability Level when seeking Rare or Illegal equipment (see [Visiting the Trading Post](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post)). - Victory is determined by Reputation and credits. Triumphs relating to the gaining and holding of Territory are not used. ## Last Gang Standing Trapped in a small settlement or cramped dome, a group of fledgling gangs wage a violent war for supremacy. The Last Gang Standing Campaign is a short campaign that is played out over a few bloody battles. It is both quick and brutal, as all the gangs are fighting over a single Territory or Racket, and every battle results in casualties. This type of campaign adds a number of additional rules that capture the viciousness of this closed-in struggle for the control of a small settlement or zone deep in the underhive. A Last Gang Standing Campaign uses the following rules: - This campaign consists of only a single phase, itself lasting between three and six Campaign Weeks, as decided by the Arbitrator. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the extent of the small settlement the gangs are fighting over. All gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - Gangs cannot recruit new fighters (other than those generated as Territory Boons), nor can they make use of Hired Guns, though they can still visit the Trading Post or Black Market and buy new equipment. - Every battle in this campaign is a multi-player battle. Each time a battle is fought, the Arbitrator chooses the scenario and all gangs participate. Alliances between gangs are encouraged, but players should feel free to betray their alliances at the most opportune moments, representing the ruthlessness of the gangs in their drive for supremacy. - When a fighter goes Out of Action, no roll on the Lasting Injury table is made – instead it is assumed that the fighter has been killed in the savage war for supremacy – and they are removed from the player’s gang. - If a gang bottles out (including bottling out voluntarily), the Arbitrator removes D3 fighters at random from their gang, not including their Leader. This represents that the gang is new and inexperienced, and that green fighters may, when faced with the brutal reality of gang warfare, give it up as a bad idea. - Victory goes to the gang with the highest Gang Rating at the end of the phase. No other Triumphs are used. ## Hive Empires Having risen to control entire zones, mighty gangs then turn their attention to each other, waging inter-House warfare on an epic scale. In a Hive Empires Campaign, the gangs start out rich in Territories and Rackets, commanding a large section of the underhive. However, the size of their gang and their wealth is more tightly tied to their holdings, and a loss to their ‘empire’ means a direct and lasting loss to their gang’s power. A Hive Empires Campaign uses the following rules: - To play out the kind of macro warfare represented by a Hive Empires Campaign, the Arbitrator will need to create a map depicting the locations of the different gang holdings and the battlefields they are fighting over: - On the map, draw a number of zones – there should be three times as many as there are players in the campaign. - Then, draw lines linking each zone to one or more other zones (representing the tunnels and domes that connect the zones). - The Arbitrator can then give the zones appropriate names (such as the Cogwind Canyons, Sump-river City, or Ash Docks, for example). - The players begin the campaign in control of three connected zones (the Arbitrator can either assign these or have the players choose randomly). - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation, allowing them to be hired at gang creation. - At the start of the campaign, each gang has a Territory or Racket for each zone they control (the Arbitrator can assign these Territories or Rackets to zones or allow the players to do so). - When issuing challenges, players can only attack zones that are connected to a zone they control – unless they make a deal with another player to pass through their zones. - If the challenger successfully claims a Territory or Racket, they then take control of the zone and the Territory or Racket it contains. - Victory is determined using all the normal Triumphs. ## Nomads Of The Underhive In the deepest and darkest depths of the underhive there are very few resources to go around, and gangs must struggle over the scraps cast down from above. A Nomads of the Underhive Campaign is a campaign that is very sparse in terms of credits and Territories, where the gangs must scratch out a living from among the lowest levels of the underhive. It can present an interesting challenge and change of pace from the other, more cred-rich types of campaign available, as gangs must truly struggle to survive. A Nomads of the Underhive Campaign uses the following rules: - Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits. - At the beginning of this type of campaign, the Arbitrator should generate as many Territories as there are gangs involved and randomly assign one Territory to each gang. - Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal. - The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have: - Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list. - Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10. - Gangs may purchase any other equipment from either their House or the Trading Post as normal. - At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard. - If a gang no longer controls any Territories, they remain in the campaign and may capture Territory as usual. - Victory is determined by the last gang to hold a Territory. ## Helmawr’s War Sometimes inter-House warfare becomes so widespread that it disrupts hive production levels and Lord Helmawr orders a gang purge. In a Helmawr’s War Campaign, the gangs are divided into two sides and war is declared! These divisions can be based on almost anything, from outlaws versus lawmen to heretics versus servants of the Ministorum, but only one side can emerge victorious from the bloodshed. A Helmawr’s War Campaign uses the following rules: - At the start of the campaign, the Arbitrator should divide the players’ gangs evenly into those deputised by the Guilders and supporting the purge, and those declared as renegades and fighting against the purge. - If there are an uneven number of players, then the odd gang joins the outlaws. - Only outlaw gangs start controlling any Territory or Rackets: - Create a pool of Territories or Rackets equal to the number of outlaw gangs taking part in the campaign. - For the purposes of the campaign, all outlaw gangs benefit from these Territories or Rackets just as if their gang was in sole control of them. - Deputised gangs begin the campaign with no Territories or Rackets, but may spend an additional 250 credits when creating their gangs. - As there are no unclaimed Territories or Rackets, gangs may challenge other gangs for Territories or Rackets from the beginning of the campaign. - Whenever a deputised gang would gain a Territory or Racket from an outlaw gang, this Territory or Racket is discarded from the campaign, as it is considered to now be ‘under control’. - There is no restriction on which gangs can fight each other (after all, it can be imagined that deputised gangs mistake each other for outlaws while outlaws are struggling over their shrinking turf). In these kinds of battles, no Territories or Rackets change hands, but gangs may earn credits, Experience and Reputation as normal. - Victory is dependent on remaining Rackets or Territories. If all of these have been captured by the deputised gangs, then their side is victorious, otherwise the purge has failed and the outlaw gangs stand victorious. Other Triumphs may be used to determine secondary victory conditions as usual. ## Perpetual Campaigns Sometimes you just don’t want the fighting to end as gangs continue to grow ever larger and more powerful, or fall from seemingly unassailable heights to become just another cautionary tale. The simplest method for running a perpetual campaign is to just keep playing battles. In this way the campaign has no end, and the end of each campaign phase signals the start of another. For those following a specific campaign system with dedicated phases, such as the Dominion Campaign, a perpetual campaign can be achieved by looping the campaign phases – in this case, the Occupation phase and Takeover phase – separated by Downtime phases. For example, a perpetual Dominion Campaign would have the following sequence of phases: Occupation > Downtime > Takeover > Cycle Downtime > Occupation > Downtime > Takeover, etc. Each complete block of Occupation > Downtime > Takeover is referred to as a campaign cycle, and each cycle is separated by a Cycle Downtime phase. The Cycle Downtime phase is the perfect time to introduce new gangs to the campaign, to form splinter gangs, or for a player to retire their gang. Players wishing to carry on their gang unchanged into the next campaign cycle do nothing and all rules for a Downtime phase apply as normal to all gangs. This method can easily be used for other types of campaign systems as presented here and in various Necromunda supplements. ### Territories When playing a Dominion Campaign, the end of a campaign cycle will likely see multiple gangs in control of several Territories each. In the case of a perpetual campaign, players may find that all the Territories available are soon controlled, making it difficult for newplayers to join in and make an impact. To counter this, the Arbitrator may decide that Territories must be refreshed during Cycle Downtime. If Territories are refreshed, players retain a number of Territories limited by their Gang Rating. Each player may retain one Territory of their choice for each full 1,000 credits of their Gang Rating, e.g., a player with a Gang Rating of 2,300 credits would choose up to two Territories they currently control to retain. The rest of the Territories are lost and a new set of Territories is determined as described in the campaign being played. When determining Territories for a new campaign cycle, the number of Territories generated should be based upon the total number of gangs participating in the campaign as normal. This means there will often be more Territories to fight over in a perpetual campaign than in a standard Dominion Campaign, and many of these may be duplicated. This is deliberate. Not only does it allow new gangs a fair chance to capture uncontrolled Territories, it also means that, should a veteran gang stumble and begin suffering losses, the collapse of its large dominion both looks and feels very significant. :::info ### Semi-Perpetual Dominion Campaigns A semi-perpetual campaign is a method based upon the idea of splinter gangs. After a campaign has ended, victors have been determined, Triumphs have been awarded and things have settled down, players create new gangs as described in [Gang Creation](/docs/founding-a-gang/gang-creation). Any player that was awarded a Triumph at the end of the previous campaign and includes any fighters or Crew from their original gang receives additional benefits based on the Triumphs they were awarded, as described in the table below: | Triumph | Benefit | | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Dominator | The gang gains an extra starting Territory, chosen at random from all Territories after each player has chosen their starting Territory. | | Slaughterer | After the gang has been founded, the gang gains 6 additional XP that can be distributed between fighters recruited from an old gang. Only 2 XP can be given to any single fighter. | | Creditor | The gang starts with an extra 100 credits which are added to their starting Stash. | | Warmonger | The gang starts the campaign with an additional 3 Reputation and can choose to be the attacker or defender in their first battle, regardless of who issued the challenge. | | Powerbroker | The gang can choose to start the campaign with one of the following Hangers-on for free: Ammo-jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper. | These Triumph benefits are only retained for that campaign. At the end of the campaign, Triumphs are assigned as normal and can switch from player to player between campaigns. ::: ### Maximum Starting Crewsizes In a perpetual campaign, as gangs get larger the number of fighters will inevitably increase and this could result in one gang fielding an unmanageable quantity of fighters at once. To combat this, Arbitrators may wish to place a limit on the maximum number of fighters a single player can field in scenarios with unlimited Custom Crew selection. A maximum fighter limit can be set through the use of a player’s Gang Rating. When a scenario uses the Custom Selection method, a player can choose a maximum number of fighters determined by their Gang Rating, as shown in the table below: | Gang Rating | Maximum Crew Size | | :---------: | :---------------: | | Up to 1,000 | 10 | | 1,001-2,000 | 15 | | 2,001-3,000 | 20 | | 3,001+ | 25 | Hired Guns and fighters recruited as part of House Patronage are not included in this limit and may increase the crew size above the maximum shown on the table
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Horrors of the Underhive _Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._ 2 types, roll a D6: - **1-3:** Possessed Hiver - **4+:** Xenos Abomination 3 levels (depending of the lowest Gang Rating): - Level 1 (Peril Minoris): 1000-1300 - Level 2 (Peril Secundus): 1301-1600 - Level 3 (Peril Extremis): 1601+ Deployment rules: - Deployed by the player with Priority. - Not within 6” of any fighter. Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+: - 4: In the deployment zone of the gang with Priority. - 5: Within 6” of the centre. - 6: Anywhere. #### Activation - Activates at the start of the End phase (before Bottle tests). - Roll-off to determine which gang controls the Horror. - Treats all fighters from all gangs as enemies. #### Rewards For Defeating a Horror - Inflict wound: +1 XP. - Out of Action: +2 XP and +1 Reputation. ## Horrors ### Possessed Hiver (Unsanctioned) | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ | | 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ | | 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ | #### Skills Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). #### Weapon & Wargear - Daemonic Talons: - Str S, AP -2, D 2, Cursed, Melee, Rending - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and [respirator](/docs/armoury/personal-equipment#respirator). #### Daemonic Invulnerability - Level 1: 6+ save (unmodifiable by AP). - Level 2: 5+ save (unmodifiable by AP). - Level 3: 4+ save (unmodifiable by AP). #### Daemonic Speed Can make D3 Actions instead of the normal 2 (controlling gang chooses) #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. :::danger House Rule - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ::: #### Wyrd Powers **Telekinesis:** Levitation (Basic), Continuous Effect **Pyromancy:** Scouring (Basic) Add additional Wyrd Powers depending of level: - **Level 1:** +1 Wyrd Power. - **Level 2:** +2 Wyrd Powers. - **Level 3:** +3 Wyrd Powers. Roll a D6 for each additional Wyrd Power: 1. **Biomancy:** Quickening (Basic), Continuous 1. **Chronomancy:** Freeze Time (Double), Continuous 1. **Pyromancy:** Flame Blast (Double), Continuous 1. **Technomancy:** Weapon Jinx (Simple) 1. **Telekinesis:** Assail (Basic) 1. **Telepathy:** Terrify (Double) ### Xenos Abomination | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ | | 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ | | 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ | | 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ | | 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ | | 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ | | 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ | | 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ | | 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ | Agree on which profile to use, skills and weapons (depending of level). | Level | Wargear | Skills | | ----- | ------- | ------ | | 1 | 1 | 2 | | 2 | 2 | 3 | | 3 | 3 | 4 | #### Skills Choose from: - Agility - Brawn - Combat - Ferocity #### Wargear - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). | WEAPON | S | L | Str | AP | D | Am | Traits | | :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- | | Custom venomous bite | E | - | - | -2 | - | - | Toxin | | Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending | | Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle | | Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - | | Web shooter | T | - | 2 | - | - | 2+ | Silent, Web |
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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. ::: # Horrors of the Underhive _Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._ 2 types, roll a D6: - **1-3:** Possessed Hiver - **4+:** Xenos Abomination 3 levels (depending of the lowest Gang Rating): - Level 1 (Peril Minoris): 1000-1300 - Level 2 (Peril Secundus): 1301-1600 - Level 3 (Peril Extremis): 1601+ Deployment rules: - Deployed by the player with Priority. - Not within 6” of any fighter. Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+: - 4: In the deployment zone of the gang with Priority. - 5: Within 6” of the centre. - 6: Anywhere. #### Activation - Activates at the start of the End phase (before Bottle tests). - Roll-off to determine which gang controls the Horror. - Treats all fighters from all gangs as enemies. #### Rewards For Defeating a Horror - Inflict wound: +1 XP. - Out of Action: +2 XP and +1 Reputation. ## Horrors ### Possessed Hiver (Unsanctioned) | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ | | 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ | | 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ | #### Skills Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). #### Weapon & Wargear - Daemonic Talons: - Str S, AP -2, D 2, Cursed, Melee, Rending - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and [respirator](/docs/armoury/personal-equipment#respirator). #### Daemonic Invulnerability - Level 1: 6+ save (unmodifiable by AP). - Level 2: 5+ save (unmodifiable by AP). - Level 3: 4+ save (unmodifiable by AP). #### Daemonic Speed Can make D3 Actions instead of the normal 2 (controlling gang chooses) #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. :::danger House Rule - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ::: #### Wyrd Powers **Telekinesis:** Levitation (Basic), Continuous Effect **Pyromancy:** Scouring (Basic) Add additional Wyrd Powers depending of level: - **Level 1:** +1 Wyrd Power. - **Level 2:** +2 Wyrd Powers. - **Level 3:** +3 Wyrd Powers. Roll a D6 for each additional Wyrd Power: 1. **Biomancy:** Quickening (Basic), Continuous 1. **Chronomancy:** Freeze Time (Double), Continuous 1. **Pyromancy:** Flame Blast (Double), Continuous 1. **Technomancy:** Weapon Jinx (Simple) 1. **Telekinesis:** Assail (Basic) 1. **Telepathy:** Terrify (Double) ### Xenos Abomination | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ | | 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ | | 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ | | 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ | | 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ | | 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ | | 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ | | 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ | | 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ | Agree on which profile to use, skills and weapons (depending of level). | Level | Wargear | Skills | | ----- | ------- | ------ | | 1 | 1 | 2 | | 2 | 2 | 3 | | 3 | 3 | 4 | #### Skills Choose from: - Agility - Brawn - Combat - Ferocity #### Wargear - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). | WEAPON | S | L | Str | AP | D | Am | Traits | | :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- | | Custom venomous bite | E | - | - | -2 | - | - | Toxin | | Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending | | Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle | | Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - | | Web shooter | T | - | 2 | - | - | 2+ | Silent, Web |
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### MIND CONTROL (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) [[gang-rules]] ## Description *The wyrd reaches into a foe’s brain and takes control of their actions.* Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter.
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2024-06-13 20:34:24.508078
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### MIND CONTROL (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) [[gang-rules]] ## Description *The wyrd reaches into a foe’s brain and takes control of their actions.* Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter.
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# 113. Out of the Storm _\*kzzzz\* the Emperor they’re using the storm to attack, we’ve gotta warn \*kzzzz\*_ \- Last vox-communication from Scouting Team Epsilon 7 In this scenario, a gang attacks under the cover of an approaching dust storm. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes) with the following exception: Defender chooses a battlefield edge as its own and deploys walls and defences across the centre of the battlefield. The opposite edge is the strom front. The area between the defender's edge and the defences are intended to represent the outskirts of a settlement and the rest of the battlefield should be the ash wastes. ## Crews - Custom (7) Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the defender's half of the battlefield (closer to the defender's edge). 2. **Attacker:** Anywhere in the opposite half of the battlefield, at least 6" from the defender's half. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## The Coming Storm _A gang attacks under the cover of an approaching dust storm._ The storm front is the edge opposite to the defender's edge. This edge moves 6" towards the defender's edge at the start of each round. Any models the storm front moves over, or that move past the storm front during their activation disappear into the storm: - Remove them from the battlefield, but keep any Ready status (otherwise become Ready at the start of any round as normal). - When activating, make an Intelligence check: - Pass: Deployed B2B with the storm front, then activate as normal. - Fail: Remove their ready marker and check again the next time they activate. ## Battle Of Attrition Gain points in the following ways: - Enemy taken OoA: 1 VP. - Enemy Leader/Champion taken OoA: 1 VP. - Enemy vehicle Wrecked: 2 VP. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when the storm front reaches the defender’s battlefield edge. ## Victory The winner is whichever gang has the most Victory points; if both gangs are tied on Victory points then the result is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Leader or Champion Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Cinderak City If players wish, they may use this scenario to represent the Ash Waste Nomads’ assault of Cinderak City. In order to do this, make the following changes: - The defender should play with a mix of gangs as all are called to defend Cinderak City. Escher gangers on Cutters and Goliath Maulers are especially thematic. - The Devils in the Dust rule is in effect (see below). - The attacker should take an Ash Wastes Nomads gang of equivalent gang rating. #### Devils In The Dust Attacking Ash Waste Nomads fighters automatically pass the Intelligence check to see if they find their way out of the storm. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Vehicles', 'Narrative Scenario']
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# 113. Out of the Storm _\*kzzzz\* the Emperor they’re using the storm to attack, we’ve gotta warn \*kzzzz\*_ \- Last vox-communication from Scouting Team Epsilon 7 In this scenario, a gang attacks under the cover of an approaching dust storm. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes) with the following exception: Defender chooses a battlefield edge as its own and deploys walls and defences across the centre of the battlefield. The opposite edge is the strom front. The area between the defender's edge and the defences are intended to represent the outskirts of a settlement and the rest of the battlefield should be the ash wastes. ## Crews - Custom (7) Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the defender's half of the battlefield (closer to the defender's edge). 2. **Attacker:** Anywhere in the opposite half of the battlefield, at least 6" from the defender's half. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## The Coming Storm _A gang attacks under the cover of an approaching dust storm._ The storm front is the edge opposite to the defender's edge. This edge moves 6" towards the defender's edge at the start of each round. Any models the storm front moves over, or that move past the storm front during their activation disappear into the storm: - Remove them from the battlefield, but keep any Ready status (otherwise become Ready at the start of any round as normal). - When activating, make an Intelligence check: - Pass: Deployed B2B with the storm front, then activate as normal. - Fail: Remove their ready marker and check again the next time they activate. ## Battle Of Attrition Gain points in the following ways: - Enemy taken OoA: 1 VP. - Enemy Leader/Champion taken OoA: 1 VP. - Enemy vehicle Wrecked: 2 VP. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when the storm front reaches the defender’s battlefield edge. ## Victory The winner is whichever gang has the most Victory points; if both gangs are tied on Victory points then the result is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Leader or Champion Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Assault On Cinderak City If players wish, they may use this scenario to represent the Ash Waste Nomads’ assault of Cinderak City. In order to do this, make the following changes: - The defender should play with a mix of gangs as all are called to defend Cinderak City. Escher gangers on Cutters and Goliath Maulers are especially thematic. - The Devils in the Dust rule is in effect (see below). - The attacker should take an Ash Wastes Nomads gang of equivalent gang rating. #### Devils In The Dust Attacking Ash Waste Nomads fighters automatically pass the Intelligence check to see if they find their way out of the storm. :::
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```handlebars ``` *** *** {{#script}} ```js // Uses an external function 'gen' to generate concepts and their definitions async function extractAndDefineConcepts(text) { const prompt = `Extract concepts from the following content and define them. Do not refer to the current note. do not refer to already refered concepts(contained in []). Return a json Record<name, definition>. Ensure the 'name' is exactly as it appears in the text, without any modifications: \n${text.replace(/\[\[.*?\]\]/g, '')}`; const conceptData = await genJSON(prompt); // returns object return Object.entries(conceptData).map(([name, definition]) => ({name, definition})); } function replaceConceptsWithLinks(text, concepts) { let modifiedText = text; concepts.forEach(concept => { modifiedText = modifiedText.replace(new RegExp(concept.name, 'g'), `[[${concept.name}]]`); }); return modifiedText; } async function createConceptPages(concepts) { const currentFolder = app.workspace.getActiveFile().parent.path; for (const concept of concepts) { const conceptFilePath = `${currentFolder}/${concept.name}.md`; if (!await app.vault.exists(conceptFilePath)) { await app.vault.create(conceptFilePath, `# ${concept.name}\n\n${concept.definition}`); } } } async function extractConcepts() { const activeFile = app.workspace.getActiveFile(); if (!activeFile) return; const fileContent = (""+await app.vault.read(activeFile)) const concepts = await extractAndDefineConcepts(fileContent); const modifiedContent = replaceConceptsWithLinks(fileContent, concepts); console.log({modifiedContent}) await app.vault.modify(activeFile, modifiedContent); await createConceptPages(concepts); } await extractConcepts(); return ""; ``` {{/script}}
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2024-06-13 20:34:24.508078
['notes', 'linking', 'brainStorming']
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Generate notes and links them from the current note's words
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['generate']
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```handlebars ``` *** *** {{#script}} ```js // Uses an external function 'gen' to generate concepts and their definitions async function extractAndDefineConcepts(text) { const prompt = `Extract concepts from the following content and define them. Do not refer to the current note. do not refer to already refered concepts(contained in []). Return a json Record<name, definition>. Ensure the 'name' is exactly as it appears in the text, without any modifications: \n${text.replace(/\[\[.*?\]\]/g, '')}`; const conceptData = await genJSON(prompt); // returns object return Object.entries(conceptData).map(([name, definition]) => ({name, definition})); } function replaceConceptsWithLinks(text, concepts) { let modifiedText = text; concepts.forEach(concept => { modifiedText = modifiedText.replace(new RegExp(concept.name, 'g'), `[[${concept.name}]]`); }); return modifiedText; } async function createConceptPages(concepts) { const currentFolder = app.workspace.getActiveFile().parent.path; for (const concept of concepts) { const conceptFilePath = `${currentFolder}/${concept.name}.md`; if (!await app.vault.exists(conceptFilePath)) { await app.vault.create(conceptFilePath, `# ${concept.name}\n\n${concept.definition}`); } } } async function extractConcepts() { const activeFile = app.workspace.getActiveFile(); if (!activeFile) return; const fileContent = (""+await app.vault.read(activeFile)) const concepts = await extractAndDefineConcepts(fileContent); const modifiedContent = replaceConceptsWithLinks(fileContent, concepts); console.log({modifiedContent}) await app.vault.modify(activeFile, modifiedContent); await createConceptPages(concepts); } await extractConcepts(); return ""; ``` {{/script}}
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# 64. Khimerix Hunt _Something’s stalking the gang’s turf._ **Source: House of Blades** :::info Designer's Note: Scrag 'Em All! While the scenarios presented here have been designed specifically for House Escher gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. The Khimerix Hunt can make for an interesting Arbitrated battle, with the Arbitrator taking control of the Khimerix, or perhaps multiple Khimerix, and having the hunters become the hunted. Back from the Dead is intended to represent the creation of a Death-maiden, but could equally represent any ganger abandoned by their comrades fighting to make it back to their gang hideout. ::: ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard ## The Khimerix _Something’s stalking the gang's turf. The Escher have released a newly-created Khimerix into the underhive and are using a rival gang to train the half-wild beast. The Khimerix may show itself the first time blood is spilled._ <FighterCard> ### Khimerix | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Gaseous eruption breath | - | T | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Razor-sharp Talons | - | E | - | - | S+1 | -1 | 3 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Wargear:** Scaly hide (6+, 5+ against Blast/Template, same as: [Flak armour](/docs/armoury/armour#flak)). #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+. #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). #### Appearance The Khimerix does not start on the battlefield, but appears after a fighter is injured. Whenever a fighter (in any gang) suffers a Flesh Wound, is Seriously Injured or taken Out of Action, the Khimerix will appear on a 5+. Each additional time the roll is made in the same round, add 1 to the result. Once the Khimerix has appeared, do not roll for it again to appear this round. The injured fighter’s gang can place the Khimerix anywhere B2B with the injured fighter, or where the fighter was if taken Out of Action. It then immediately takes an action. #### Actions Whenever the Khimerix takes an action, use the following | Priority | Trigger | Action | | :------- | :------------------------- | :---------------------------- | | 1 | Closest fighter B2B | Fight (Basic) | | 2 | Closest fighter within 9“ | Charge (Double) | | 3 | Closest fighter within 12“ | Move (Simple) + Shoot (Basic) | | 4 | Khimerix wounded | Regeneration (Simple) | | 5 | None of the above | Return to the Shadows | The Khimerix will always target the closest fighter with its attacks. If 2 fighters are equally distant, then randomly determine the target. </FighterCard> #### Back to the Shadows If in B2B with a Seriously Injured fighter in the End phase and no other fighters within 6” of the Khimerix, it will: - Drag its prey off into the shadows (counts as going Out of Action). - Removing itself from the battlefield. If wounded by an attack, after making a save (if any), but before applying the damage, the Khimerix will make an Initiative test. If passed: - Only suffer a single wound. - Ignore any weapon traits of the attack. - Removing itself from the battlefield. In both cases, it will not appear again this round, but may appear in later rounds (as detailed above). ## Bigger Problems Fighters can only choose the Khimerix as a target while within 12” of it. ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining. - The Khimerix is taken Out of Action. ## Victory The gang that took the Khimerix Out of Action is the winner. Otherwise it is a draw. ## Rewards ##### Credits - 2D6x10 to the winning gang. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Khimerix Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Escher Scenario']
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# 64. Khimerix Hunt _Something’s stalking the gang’s turf._ **Source: House of Blades** :::info Designer's Note: Scrag 'Em All! While the scenarios presented here have been designed specifically for House Escher gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. The Khimerix Hunt can make for an interesting Arbitrated battle, with the Arbitrator taking control of the Khimerix, or perhaps multiple Khimerix, and having the hunters become the hunted. Back from the Dead is intended to represent the creation of a Death-maiden, but could equally represent any ganger abandoned by their comrades fighting to make it back to their gang hideout. ::: ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard ## The Khimerix _Something’s stalking the gang's turf. The Escher have released a newly-created Khimerix into the underhive and are using a rival gang to train the half-wild beast. The Khimerix may show itself the first time blood is spilled._ <FighterCard> ### Khimerix | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Gaseous eruption breath | - | T | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Razor-sharp Talons | - | E | - | - | S+1 | -1 | 3 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Wargear:** Scaly hide (6+, 5+ against Blast/Template, same as: [Flak armour](/docs/armoury/armour#flak)). #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+. #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). #### Appearance The Khimerix does not start on the battlefield, but appears after a fighter is injured. Whenever a fighter (in any gang) suffers a Flesh Wound, is Seriously Injured or taken Out of Action, the Khimerix will appear on a 5+. Each additional time the roll is made in the same round, add 1 to the result. Once the Khimerix has appeared, do not roll for it again to appear this round. The injured fighter’s gang can place the Khimerix anywhere B2B with the injured fighter, or where the fighter was if taken Out of Action. It then immediately takes an action. #### Actions Whenever the Khimerix takes an action, use the following | Priority | Trigger | Action | | :------- | :------------------------- | :---------------------------- | | 1 | Closest fighter B2B | Fight (Basic) | | 2 | Closest fighter within 9“ | Charge (Double) | | 3 | Closest fighter within 12“ | Move (Simple) + Shoot (Basic) | | 4 | Khimerix wounded | Regeneration (Simple) | | 5 | None of the above | Return to the Shadows | The Khimerix will always target the closest fighter with its attacks. If 2 fighters are equally distant, then randomly determine the target. </FighterCard> #### Back to the Shadows If in B2B with a Seriously Injured fighter in the End phase and no other fighters within 6” of the Khimerix, it will: - Drag its prey off into the shadows (counts as going Out of Action). - Removing itself from the battlefield. If wounded by an attack, after making a save (if any), but before applying the damage, the Khimerix will make an Initiative test. If passed: - Only suffer a single wound. - Ignore any weapon traits of the attack. - Removing itself from the battlefield. In both cases, it will not appear again this round, but may appear in later rounds (as detailed above). ## Bigger Problems Fighters can only choose the Khimerix as a target while within 12” of it. ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining. - The Khimerix is taken Out of Action. ## Victory The gang that took the Khimerix Out of Action is the winner. Otherwise it is a draw. ## Rewards ##### Credits - 2D6x10 to the winning gang. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Khimerix Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 to any gang that bottled out.
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# Hangers-on _Source: Necromunda Core Rulebook (2023)_ Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. Hangers-on cannot gain Experience or Advancements; if they suffer a Lasting Injury that would make a change to their Fighter card, they decide that the hideout is no longer safe and move on – they are removed from the gang roster. They cannot be given any equipment other than what is listed. ## Hangers-on costs and restrictions Some hangers-on are only available to particular gangs, and some have gang discounts. <h3>Law-Abiding Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :----------------------------------------------------------------------------- | :------------------------- | :---------------: | | 0-3 | [Ammo Jack](#0-3-ammo-jack) | Any | 50 | | 0-1 | - [Ragnir Gunnstein](#0-1-ragnir-gunnstein) | Any | 100 | | 0-1 | [Apprentice Clan Chymist](#0-1-apprentice-clan-chymist) | Escher | 75 | | 0-1 | [Brute Handler](#0-1-brute-handler) | Any | 110 (Golaith: 55) | | 0-1 | [Bullet Merchant](#0-1-bullet-merchant) | Any | 75 (Orlock: 25) | | 0-1 | [Chem Dealer](#0-1-chem-dealer) | Any | 50 (Goliath: 25) | | 0-1 | [Claim Jumper](#0-1-claim-jumper) | Ironhead Squat Prospectors | 60 | | 0-1 | [Cogitator Core Servitor](#0-1-cogitator-core-servitor) | Van Saar | 100 | | 0-1 | [Data-Scrivener](#0-1-data-scrivener) | Any | 20 | | 0-1 | [Dome Runner](#0-1-dome-runner) | Any | 20 | | 0-1 | [Fixer](#0-1-fixer) | Any | 50 | | 0-1 | [Gang Lookout](#0-1-gang-lookout) | Any | 20 | | 0-1 | [Grease Monkey](#0-1-grease-monkey) | Orlock | 40 | | 0-2 | ['Narker](#0-2-narker) | Any | 30 | | 0-1 | [Pit Trainer](#0-1-pit-trainer) | Goliath | 75 | | 0-1 | [Prize Fighter](#0-1-prize-fighter) | Orlock | 40 | | 0-1 | [Propagandist](#0-1-propagandist) | Any | 30 | | 0-1 | [Psychoteric Thrall](#0-1-psychoteric-thrall) | Delaque | 90 | | 0-2 | [Rogue Docs](#0-2-rogue-docs) | Any | 50 | | 0-1 | [- Doctor Arachnos](#0-1-doctor-arachnos) | Any | 100 | | 0-1 | [Shivver](#0-1-shivver) | Escher | 100 | | 0-1 | [Slopper](#0-1-slopper) | Any | 20 | | 0-1 | - [Bigby Crumb, Ratling Slopper](#0-1-bigby-crumb-ratling-slopper) | Any | 50 | | 0-2 | [Spyker](#0-2-spyker) | Delaque | 90 | | 0-1 | [Tech Merchant](#0-1-tech-merchant) | Any | 80 (Van Saar: 40) | | 0-3 | [Underhive Traders](#0-3-underhive-traders) | Any | 50 | | 0-1 | [Whisper Merchant](#0-1-whisper-merchant) | Any | 60 (Delaque: 30) | | 0-1 | [- Silberlant Sevos, Whisper Merchant](#0-1-silberlant-sevos-whisper-merchant) | Delaque | 80 | <h3>Outlaw Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :------------------------------------------ | :---------------- | :--: | | 0-1 | [Agitator](#0-1-agitator) | Any | 30 | | 0-2 | [Arthromite Herder](#0-2-arthromite-herder) | Ash Wastes Nomads | 20 | | 0-1 | [Cadaver Merchant](#0-1-cadaver-merchant) | Any | 20 | | 0-1 | [Flagellator](#0-1-flagellator) | Cawdor | 30 | | 0-1 | [Heretek](#0-1-heretek) | Any | 40 | | 0-1 | [Hive Preacher](#0-1-hive-preacher) | Cawdor | 70 | | 0-1 | [Proxy](#0-1-proxy) | Any | 25 | | 0-1 | [Scabber](#0-1-scabber) | Any | 40 | ## Law-abiding Hanger-ons <FighterCard cost="50"> ### 0-3 Ammo Jack ![](ammo-jack.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 6+ | 7+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** [Boltgun](/docs/armoury/basic-weapons#boltgun) or [combat shotgun](/docs/armoury/basic-weapons#combat-shotgun) (salvo & shredder), [power hammer](/docs/armoury/close-combat#power-hammer) or [power sword](/docs/armoury/close-combat#power-sword). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Gun-smith. <details className=""> <summary>Special Rules</summary> **Gun-smith:** If a gang has an Ammo-jack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle, for example, if they are In Recovery or have been Captured, the bonus does not apply. If a gang has more than one Ammo-jack, the bonus increases. A gang with two Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3. </details> <details className=""> <summary>Equipment</summary> An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and shredder ammo, and with either a power hammer or power sword. All Ammo-jacks are equipped with mesh armour. </details> <details className="lore"> <summary>Lore</summary> _As gangs become more experienced, they discover the importance of regular weapon checks. Running out of ammunition or suffering a gun jam in the middle of a firefight is just not acceptable for a gang that wishes to be taken seriously._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="75"> ### 0-1 Apprentice Clan Chymist **_Escher Only_** ![](apprentice-clan-chymist.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Special Rules:** Experimental Elixers, Last Rites. <details className=""> <summary>Special Rules</summary> **Experimental Elixirs:** A gang with an Apprentice Clan Chymist reduces the cost of Chem-Alchemy Elixirs (see page 93) by D6x10 to a minimum of 10 credits. Roll each time a Chem-Alchemy Elixir is purchased. **Last Rites:** If one of the gang’s Escher Gang Matriarchs or Escher Gang Queens is killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved by the doc) then the player may roll a D6. If the result is equal to or lower than the number of advances the fighter has, the player may add a Death-maiden to their gang. The newly added Death-maiden retains none of the dead fighter’s </details> <details className="lore"> <summary>Lore</summary> _Escher Clan Chymists often spend their apprenticeships in the underhive alongsideHouse gangs. On the front lines, they learn the best ways to concoct and apply toxins, as well as having fighters to experiment on with their elixirs and potions. Shouldthe chance present itself, an Apprentice Clan Chymist might also participate inthecreation of an Escher Death-maiden, bringing one of the gang’s fallen fighters backfrom the dead._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="50"> ### 0-1 Bigby Crumb, Ratling Slopper ![](bigby-crumb.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Slop pot ladle (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** Slop Pot, Grub's Up, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Slop Pot:** When Bigby Crumb is hired, he brings along his Slop Pot. The Slop Pot is represented by its own model and is placed within 2" of Bigby when he is deployed on the battlefield. The Slop Pot may be moved in the same way as a Loot casket (see the Necromunda Rulebook) and counts as cover. While within 2" of the Slop Pot, Bigby may perform the Add Ingredients (Basic) action. When he performs this action, choose one of the following effects: - **Stinger Spore Stew:** Until the end of this round, friendly fighters within 2" of the Slop Pot count as having an assist when making Recovery tests (see the Necromunda Rulebook). - **Frenzon Fondue:** Until the end of this round, friendly fighters within 2" of the Slop Pot gain the Nerves of Steel and True Grit skills. - **Tentacle Surprise:** Until the start of Bigby’s next activation, the Slop Pot counts as a Beast’s Lair (see the Necromunda Rulebook). Note that Bigby does not trigger the Beast. **Slopper:** Bigby Crumb is a Slopper Hanger-on and follows the Grub’s Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include. > **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Bigby Crumb was once the head chef to the Archduke of House Greim, brought in from the agri-world of Pravium Secundus especially for the job. As Bigby will freely admit, he has since fallen on hard times. As the Ratling slopper tells it, he was expelled from the spire after an unfortunate incident involving a Threadneedle Worm Surprise pie. Rumours persist that the dismissal had less to do with exploding pies and more to do with the Duchess of Greim’s dislike of Ratlings – who she claimed were far too small to be trustworthy. Whatever the reason for Bigby being turfed out of the spire, the nobility’s loss was the underhive’s gain. Down in the stinking depths of Hive Primus, Ratlings don’t usually warrant a second glance, especially in places like Sump City or Heretic’s Hole, where Ogryns and mutants regularly rub shoulders with Beastmen and wyrds. It was here, in the very depths of the hive, that Bigby found a new life turning aggressive sump flora and fauna into quite passable soups and stews._ _Unlike most sloppers, who pass themselves off as culinary experts just because they know how to siphon a water still, Bigby can actually cook. This has put him in high demand among the gangs of hive bottom. The price for hiring Bigby, though, is often joining him on one of his legendary (and equally dangerous) ingredient hunts, the Ratling delving deep into the badzones of the underhive in his search for exotic plants and animals to fill his slop pot. Some say he is merely looking to add new recipes to his repertoire, though others claim Bigby’s hunts have more to do with creating the perfect dish, one good enough to win his way back into the spire._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="110"> ### 0-1 Brute Handler **_Goliath: 55 credits_** ![](brute-handler.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Special Rules:** Training, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Training:** A gang with a Brute Handler can train their Brutes between games. Provided the Brute is not In Recovery, the controlling player can make a Willpower check for any of their Brutes, using the Brute’s unmodified Willpower. If the check is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too wilful and the training doesn’t work. A Brute Handler can only train one Brute at a time. In addition, if a Standing and Active Brute Handler is on the battlefield, and within 3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any Leadership, Cool, Willpower or Intelligence checks it is required to make. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Brutes are typically savage and dull-witted, herded into battle by gangs to increase their firepower and intimidate their enemies. Even those Brutes with the sense to listen to their leader’s commands in combat still need guidance and training, and Goliath Brute Handlers are ex-pit fighters or factorum overseers and know how to get the most out of muscle._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="75"> ### 0-1 Bullet Merchant **_Orlock: 25 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot). **Weapons:** Autopistol or Stub Gun, and a single additional ammo for that weapon. **Special Rules:** High Calibre Hook-up. <details className=""> <summary>Special Rules</summary> **High Calibre Hook-up:** While a gang includes a Bullet Merchant, they treat all types of ammo available through the Trading Post or the Black Market as Common. In addition, any of these types of ammo that have the Limited trait replace that Trait with the Scarce trait. </details> <details className="lore"> <summary>Lore</summary> _Every gang needs a good bullet merchant. While an ammo-jack can see to the gang’s weapons, they are not true connoisseurs of calibre. A bullet merchant deals in all kinds of ammunition, whether it is stub rounds, plasma flasks or bolt shells, providing underhivers with the best stock available, often dug out fresh from the corpse of some unfortunate ganger._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="50"> ### 0-1 Chem Dealer _**Goliath: 25 credits**_ ![](chem-dealer.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Equipment:** A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a single dose of any Chem, chosen from the Black Market. **Special Rules:** Steady Supply. <details className=""> <summary>Special Rules</summary> **Steady Supply:** A gang with a Chem Dealer counts all Chems as Common availability when buying them from the Trading Post or Black Market. Chem Dealers can also, in a pinch, acquire Chems ‘on consignment’ during the pre-battle sequence of a game. This allows the gang to buy a single dose or any Chem, or items containing Chems, such as a single stimm-slug stash or medicae kit, without expending any credits. However, during the post-battle actions step of the postbattle sequence, the gang must pay for these items. If the gang cannot or will not pay for any item, the Chem Dealer is removed from the gang’s roster. Should this happen, news of the bad deal gets around, and the gang cannot hire another Chem Dealer Hanger-on for the remainder of the current campaign. </details> <details className="lore"> <summary>Lore</summary> _Chems are a vital resource in the underhive, and many gangs don’t like to leave acquiring them to chance. A Chem Dealer is a dedicated supplier for a gang and, for a bit of protection and some creds, provides a gang with chems when they need them. Of course, while Chem Dealers are not as vulnerable to criminal reprisals as freelancers, when a deal goes sour they can just as easily end up with a stub round in their brain._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="60"> ### 0-1 Claim Jumper _**Ironhead Squat Prospectors only**_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 6+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Power fist | - | E | - | - | S+2 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [Techmite Autoveyor](#techmite-autoveyor). **Special Rules:** Seize the Prize, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Seize the Prize:** During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action. - **Claim Jump:** Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons). **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is an exhausted world, its mineral wealth all but spent, and even its rich pools of waste chems or seams of scrap are jealously guarded by those who mine them. In such an environment, it is individuals such as the Claim Jumper who help the Ironhead Squat Prospectors find the best places to set up their great mining rigs. Grizzled loners used to operating far from their clan, Claim Jumpers have a nose for fermented toxic waste or crystallised promethium run-off, among a hundred other valuable resources unique to the outlands. Where a less experienced Squat might see only the shifting ashen face of Necromunda, the Claim Jumper detects tiny tells, like discolouration in dust dunes or the faint scent of rotting ferrosteel, pointing the way to a worthy find. Like all Squat technical or mining specialists, the Claim Jumper is aided by a Techmite drone of their own creation – in this case a Techmite Autoveyor. Autoveyors are as much a pet as tools, with their own unique machine intelligence. This allows them to hunt down minerals and treasure the Claim Jumper might have missed, using their drill appendage to bore into the ground (or sealed containers) and return to their master with their find – much like a Cyber-mastiff loyally returning to its owner, kill clutched in its jaws._ _True to their name, a Squat Claim Jumper does not limit their explorations to unclaimed minerals and wealth. More often than the Clan Houses would like to admit, Squat Prospectors, led by a Claim Jumper, have moved in on one of their newly staked mining sites, stripping it bare before they can properly set up shop. House Orlock in particular has clashed with the Squats over such breaches of claim – the Squats themselves operating outside of the rigid Clan and Noble House structure and so less concerned with contracts made between humans. As such, a Claim Jumper comes more heavily armed than one might expect, carrying power weapons, grenades and firearms, both for seeing off local wildlife or Ash Waste Nomads, but also in case they run into any rival prospectors._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="-"> ### Techmite Autoveyor **Ironhead Squat Claim Jumper only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Drill | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [There's Always Another Secret](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-theres-always-another-secret). **Wargear:** [Flak armour](/docs/armoury/armour#flak-armour). **Special Rules:** Tech Bypass. <details className=""> <summary>Special Rules</summary> **Tech Bypass:** A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. **Skill Access:** Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets: Cunning (Primary), Agility (Seconary). </details> <details className="lore"> <summary>Lore</summary> _Ironhead Squats are naturally skilled with technology of all kinds. Most will create their own automated companions, the little robotic creatures designed to aid them in a myriad of tasks, from hunting to mineral detection. Collectively these robots are known as Techmites, though the Squats themselves tend to give them designations depending on their specialisation or place of manufacture such as the Jortlan K-12 Oculium Bot or the Svardish MkIII Auto-shifter. The Autoveyor is one of these specialisations, its complex sensor array keyed to helping Claim Jumpers hunting down ore and chem seams while out in the wastes, or crawling into tiny spaces looking for hidden wealth._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100"> ### 0-1 Cogitator Core Servitor **Van Saar Only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 6+ | - | 3 | 4 | 1 | 6+ | 1 | 12+ | 3+ | 5+ | 3+ | **Special Rules:** Mind in the Machine, Hostile Environment, Security Measures. <details className=""> <summary>Special Rules</summary> **Mind in the Machine:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, the gang is able to exert tremendous control over the battlefield. At the end of any End phase, the gang may turn the lights on or off at will. If the gang chooses to turn the lights off, the Pitch Black rules immediately come into effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately cease to apply. **Hostile Environment:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 [booby traps](/docs/armoury/booby-traps) (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter. **Security Measures:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action. </details> <details className=""> <summary>Skill Access</summary> A Cogitator Core Servitor has no skills. </details> <details className="equipment"> <summary>Equipment</summary> A Cogitator Core Servitor has no equipment. </details> <details className="lore"> <summary>Lore</summary> _Despite the sanctions against the misuse of technology on Necromunda – and imposed by the Imperium – underhive gangs regularly adapt and adopt all manner of archaeo-devices for their own ends. Van Saar gangs are especially proficient at removing cogitator cores from the hive’s many monitoring and regulating systems – splicing them into the lobotomised minds of maintenance servitors, greatly enhancing their ability to oversee and control their gang turf._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="20"> ### 0-1 Data-Scrivener | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | **Skills:** [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer). **Weapons:** A Data-scrivener may be armed with either a [laspistol](/docs/armoury/pistols#laspistol) or a [las sub-carbine](/docs/armoury/pistols#las-sub-carbine). **Special Rules:** Data-hacked. <details className=""> <summary>Special Rules</summary> **Data-hacked:** Should any fighter belonging to a gang that has a Data-scrivener be required to make an Intelligence check whilst the Data-scrivener is present upon the battlefield, they may roll an additional D6 and discard the lowest roll. </details> <details className="lore"> <summary>Lore</summary> _Necromunda’s hives are filled with barely-understood technologies, ancient cogitator systems and forgotten machines. Data-scriveners excel at both stealing data from these devices and systems as well as manipulating them for a gang. A good Data-scrivener can tap into a dome’s dormant workings and bring them to life, or turn them against the gang’s rivals._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="100"> ### 0-1 Doctor Arachnos **Rogue Doc (Dramatic Personae)** ![](doctor-arachnos.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 7+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Medical mechadendrites | E | 3" | +1 | - | - | -1 | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Medical Mechadendrites, Part of the Crew, Rogue Doc. <details className=""> <summary>Special Rules</summary> **Medical Mechadendrites:** Doctor Arachnos’ medical mechadendrites allow him to turn any location into an impromptu operating theatre. During the Recovery phase, if Doctor Arachnos is within 3" of a Seriously Injured friendly fighter, instead of making a Recovery check for the fighter, you can make an Intelligence check for Doctor Arachnos. If the check is successful, the fighter immediately recovers from their Serious Injury just as if they had rolled a Flesh Wound on the Injury dice. If the check is failed, the fighter goes Out of Action instead. Doctor Arachnos can only aid one fighter in this way each round. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Rogue Doc:** Doctor Arachnos is a Rogue Doc Hangeron, as described on page 41. If hired, he counts as one of the two Rogue Docs a gang may include. </details> <details className="lore"> <summary>Lore</summary> _Doctor Arachnos works out of the Six Clans ‘Cutting Room’ in Dust Falls. Both Proctor Clause Bauhein and Mistress of Coin Melerva pay the Doc well for his services, and even Narco Lord Balthazar Van Zep has been known to go to him to save the life of an especially valued associate. A slightly sinister figure, no one quite knows where Arachnos comes from; he just turned up one day in Dust Falls with his chirurgical assistant, Craven Bonesaw, in tow – the small misshapen creature thought to be the product of one of Doctor Arachnos’ experiments. However, good medical aid is hard to come by in the underhive, especially of the kind Arachnos offers, and so he does a fine trade in digging out bullets and patching up ruptured organs._ _The Doc also has a healthy sideline in gen-hancements and organ grafting. For a modest fee, Doc Arachnos will cut an underhiver open and make ‘improvements’ to their physiology. Most often, these are purely practical – like implanting a Goliath pulmonary system to allow the patient to brea the toxic air, or a set of Phyrr Cat eyes so they can see in the dark. More rarely, gang leaders come to Arachnos looking for cosmetic enhancements such as ripper jack teeth or ash devil claws (which look scary but make opening a bottle of Wild Snake a small feat!). Of course, all these exotic components need to come from somewhere, and the Doc regularly signs on with gangs going down into the depths of the underhive. While Arachnos can, and does, pay for unusual organs procured by gangers, he prefers to extract them himself – rather than receive them in the battered remains of a corpse-starch ration tin wrapped in whatever dirty rag the ganger could find._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="20"> ### 0-1 Dome Runner ![](dome-runner.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Scout Ahead. <details className=""> <summary>Special Rules</summary> **Scout Ahead:** Whenever a fighter from a gang with a Dome Runner opens a Loot casket, they may choose to re-roll the D6 to determine what the contents are. However, they must accept the result of the re-roll, even if it is worse. </details> <details className=""> <summary>Equipment</summary> A Dome Runner may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _A gang’s Turf is its primary source of income, but as it expands outwards, the gangers might find themselves in areas they’ve never even visited. Local guides, referred to as ‘Dome Runners’, are a regular sight among gangs wishing to root out this new turf’s hidden treasures._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="50"> ### 0-1 Fixer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). <details> <summary>Special Rules</summary> A gang allied to an organisation, such as the Merchants Guild or the Recidivists, can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in their gang. In addition, if the gang is ever outlawed as a result of their actions, they can remove the Fixer from the gang roster to avoid becoming an Outlaw gang. </details> <details className="lore"> <summary>Lore</summary> _Sometimes even the most successful gangs need someone who can just get things done, no questions asked. Fixers are troubleshooters with connections throughout the underhive, able to call in favours or settle debts on others’ behalf when someone is being obstinate. They are often found in the employ of settlement lords or Guilder families, but will also work for gangs._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="20"> ### 0-1 Gang Lookout ![](gang-lookout.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 5+ | 7+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Heads Up. <details className=""> <summary>Special Rules</summary> **Heads Up:** During Skirmish play, a gang with a look-out may add 1 to the dice roll to determine which gang is the Attacker or Defender. Additionally, if a gang with a lookout is the Defender in a scenario that uses the Sneak Attack rules, add 1 to all rolls to determine if a Sentry spots an Attacker. </details> <details className=""> <summary>Equipment</summary> A Gang Lookout may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _There are many hivers and settlement scum willing to keep watch on a gang’s borders and pass warnings of unwanted visitors along. These lookouts can warn of attacking rivals or interest from the Enforcers, and allow a gang a chance to escape._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="40"> ### 0-1 Grease Monkey **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Wrench (maul) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Blowtorch (hand flamer) | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Special Rules:** Overcharge. <details className=""> <summary>Special Rules</summary> **Overcharge:** A gang with a Grease Monkey can overcharge one of their Brutes, or the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged Brute increases both its Movement and Attacks characteristics by D3 when it activates (roll once and apply the results to both characteristics). However, if a natural 1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time the fighter is activated). If a natural 1 is rolled, then no extra Movement is gained and the Wrecker may only perform a single action during its activation, as they struggle to control their malfunctioning pack. </details> <details className="lore"> <summary>Lore</summary> _Orlock gang hideouts are as much workshops as settlements, with all kinds of machinery being built, pulled apart or worked on. Orlock Grease Monkeys are the grimy workers who keep the Orlock’s servitors, vehicles and heavy gear functioning or, when the gang boss commands, overcharge it far past its safety limits._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-2 Narker | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 9+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). <details> <summary>Special Rules</summary> During the Determine Scenario step of the pre-battle sequence, a gang with a ‘Narker can modify the final dice roll by 1; either increase or decrease the result. If the gang has two ‘Narkers, the gang can instead modify this dice roll by 2. If both gangs have ‘Narkers, they cancel each other out (i.e., a gang with two ‘Narkers facing a gang with one would only count as having one ‘Narker while their opponent would count as having none). </details> <details className="lore"> <summary>Lore</summary> _Information is power in the underhive and a gang can benefit greatly from having some well-placed spies. ‘Narkers are professional information gatherers who frequent the local drinking holes, trading posts and rumour halls of the underhive before passing on the secrets they discover to employers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="75"> ### 0-1 Pit Trainer **_Goliath Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Chainsword | - | E | +1 | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor). **Special Rules:** Combat Ready. <details className=""> <summary>Special Rules</summary> **Combat Ready:** A gang containing a Pit Trainer can train fighters between battles. Up to three fighters, who are not In Recovery, can be trained at once. A fighter who undergoes training gains a random skill, generated from their Primary or Secondary skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is removed from the fighter’s card at the end of the battle. If the generated skill is one they already have, they may instead choose the temporary skill from their Primary or Secondary skill lists. However, when a fighter trains for the pit, there is a chance they will be injured. Roll a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a roll on the Lasting Injury table and immediately apply the results. If a fighter suffers an injury that puts them Into Recovery, they must miss the next battle. </details> <details className="lore"> <summary>Lore</summary> _Pit fighters are rightly feared for their close combat abilities, and the best ones train constantly under Pit Trainers to improve their skills. Goliath gangs favour Pit Trainers over more conventional trainers, as they have a focus on melee combat and vicious takedowns, usually in the bloodiest way possible for the enjoyment of the crowds._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="40"> ### 0-1 Prize Fighter **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Equipment:** A Prize Fighter has no equipment. **Special Rules:** Bare Knuckle Fighter. <details className=""> <summary>Special Rules</summary> **Bare Knuckle Fighter:** In the Collect Income step of the post-battle sequence, a gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose the highest, then multiply the result by 10 to see how many credits the fighter earns for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if a double 1 is rolled, the Prize Fighter has been killed and must be removed from the gang’s roster. </details> <details className="lore"> <summary>Lore</summary> _Orlock gangs are fans of bare knuckle fights, there being something fundamentally Orlock about two fighters beating the hell out of each other with just their fists. Gangs often employ specially-trained pugilists for this task, pitting them against other gang’s fighters, or even putting them in the fighting pits to face off against slaves and beasts, armed only with their bare hands._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-1 Propagandist ![](propagandist.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). <details> <summary>Special Rules</summary> A gang with a Propagandist can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Propagandist to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. A Propagandist also improves recruitment for the gang. When the gang adds a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains an additional Juve or similarly ranked fighter for free. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rally Allies (Basic):** The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _The Imperial House, the Clan Houses and even criminals all use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread favourable rumours among the citizenry. These propagandists might be dedicated members of the faction they represent or simply professional rabble-rousers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="90"> ### 0-1 Psychoteric Thrall **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | _and_ | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | _or_ | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | _or_ | | Shotgun | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | </WeaponStats> **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Equipment:** A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife. **Special Rules:** Psychoteric Echo, Disturbingly Familiar, Part of the Crew. <details> <summary>Special Rules</summary> **Psychoteric Echo:** A gang with a Psychoteric Thrall can use it as the focal point when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this fighter may choose to channel a Wyrd Power through this fighter. That fighter makes a Willpower check as normal and, if a double 1 is rolled, it is that fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Thrall, rather than from the model representing the fighter. In other words, line of sight, distance, range and so forth are all measured from the Psychoteric Thrall, not from the fighter using the Wyrd Power. **Disturbingly Familiar:** When a Psychoteric Thrall is added to the gang, make a note of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter that belongs to that House suffers a -2 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Any enemy fighter that does not belong to that House suffers only a -1 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Some individuals are connected to the Psychoterica even if they are not of House Delaque. These are often the lost souls of a hive, outcasts and dreamers who have no place in the brutality of Necromunda. Sometimes, a Delaque clan gang will take these wayward strays under their wing, tapping into their latent psychic energies and using them as conduits for the Psychoterica._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="100"> ### 0-1 Ragnir Gunnstein ![](ragnir-gunnstein.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 4+ | 3+ | 3 | 4 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------- | | Shotgun | | - solid | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Wrench (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Wargear:** [Frag](/docs/armoury/grenades#frag-grenade) & [krak](/docs/armoury/grenades#krak-grenade) grenades, [respirator](/docs/armoury/personal-equipment#respirator), [light carapace (4+)](/docs/armoury/armour#carapace). **Special Rules:** Ammo-jack, Gang Fighter, Surplus Ammo. <details className=""> <summary>Special Rules</summary> **Ammo-jack:** Ragnir is an Ammo-jack Hanger-on, as described on page 39. If hired, he counts as one of the three Ammo-jacks a gang may include. **Gang Fighter:** Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster, Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or randomly selected as part of his gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other Hanger-on. **Surplus Ammo:** Ragnir will always provide a surplus of ammunition before heading into action. Should he be deployed as part of a starting crew, Ragnir’s controlling player may deploy D3 ammo caches. </details> <details className="lore"> <summary>Lore</summary> _Ragnir Gunnstein was born a noble of the Mjolnir Stronghold on its home world of Valskalf and was destined to have his name written in the sagas of his people. On the eve of his one hundredth year, however, Ragnir fell into a fratricidal blood feud with a brother Hearthguard, and was exiled from Mjolnir for all time._ _As an itinerant wanderer, Gunnstein served as a mercenary under all manner of masters, but after many decades he found himself at the Ring of Selene void docks that orbit Necromunda. There he chose the wrong side in a feud between a House Goliath longshore gang and one of the many fanatical Cargo Cults for the rights to handle cargo passing through the vast zero-G freight halls. Fleeing the ensuing chaos, he was very nearly eaten alive by an Ur-Ghul infestation, before being chased off-station by an angry heretek cult whose nascent techno-heresy he inadvertently exposed._ _At that point, Gunnstein decided it was time to retire, and so he smuggled himself into Hive Primus and struck out for the underhive with the intention of setting himself up as a weaponsmith to fund what he hoped would be a very long and quiet old age. Of course, life rarely turns out as intended, and his retirement has proven every bit as eventful as his previous career. Nonetheless, he makes a comfortable living working with a variety of underhive gangs, his skill at maintaining weapons and his keen sense of honour ensuring his services are ever in high demand. Despite his status as a hanger-on, Gunnstein rarely remains at the hideout while his current employers head out to fight, and he is well known for insisting on accompanying his latest friends into battle. Few ever demand he remain at home, for even in his retirement Gunnstein is more than capable of teaching the youngsters a thing or two about fighting._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="50"> ### 0-2 Rogue Docs ![](rogue-doc.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). **Special Rules:** Patch Up. <details className=""> <summary>Special Rules</summary> **Patch Up:** If a gang has a Rogue Doc, it can make an additional Medical Escort action in the post-battle sequence in addition to any other post-battle actions performed by fighters with the Gang Hierarchy (X) special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as Stabilised rather than a Full Recovery, due to the Rogue Doc’s comparatively limited supplies and the lack of proper medicae technology. If a gang has more than one Rogue Doc, it can make this additional action once for each of them. </details> <details className=""> <summary>Equipment</summary> A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are equipped with a medicae kit. </details> <details className="lore"> <summary>Lore</summary> _Medical expertise is much sought-after in the underhive, and most of those who have such training sell their services at a not insignificant price._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-1 Shivver **_Escher Only_** ![](shivver.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 9+ | 5+ | 6+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Equipment:** A Shivver has no equipment. **Special Rules:** Psyniscience. <details> <summary>Special Rules</summary> **Psyniscience:** During the post-battle sequence, a single fighter with the Gang Hierarchy (X) special rule that is able to perform a post-battle action may perform the following post-battle action: **Visit Shivver:** The Shivver looks into the fighter’s future, divining what lies ahead for them and their sisters. Roll 2D6 and consult the table below: | 2D6 | Result | | :-------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **2** | **Doom!:** The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery. | | **3-4** | **The Fates are Unclear:** Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic. | | **5-7** | **Favourable Portents:** For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters. | | **8-9** | **A Great Victory:** If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP. | | **10-11** | **A Mysterious Stranger:** The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs. | | **12** | **Fortune and Glory:** During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns. | </details> <details className="lore"> <summary>Lore</summary> _Shivvers and Hive Oracles are an important part of Escher society, and often gangs will call upon their services. A Hive Oracle may, if she sees fit, set up residence in a gang’s hideout, often operating out of strange many-hued wagons or tents, filled with the objects and artefacts of their craft. Between battles, a gang leader can visit the Shivver, hoping for a glimpse into their future. Sometimes these glimpses can save the gang from calamities or lead them to great riches, though other times they may be misleading, or even dangerous, resulting in disaster._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="80"> ### 0-1 Silberlant Sevos, Whisper Merchant **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** Cold And Calculating (see below), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Wargear:** none. **Special Rules:** Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew. <details> <summary>Special Rules</summary> **Vox Hack:** Silberlant Sevos can perform the Gather Intelligence (Double) action: - **Gather Intelligence (Double):** Make an Intelligence test for Silberlant Sevos. If the test is passed your opponent must reveal all gang tactics they have generated, if the test is failed your opponent must reveal a random gang tactic they have generated. **Whisper Merchant:** Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a gang may include. **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details> <summary>Skills</summary> **Cold And Calculating:** Once per round, when making a Cool or Willpower test, this fighter may make the test against their Intelligence characteristic instead. </details> <details className="lore"> <summary>Lore</summary> _As much as they would like their enemies to believe otherwise, the Delaque do not have a monopoly on the Necromundan secrets trade. Within Hive Primus, mysterious agents such as Nemo the Faceless move in the shadows dealing in rumours, while Hive Temenos boasts the Conclave of Truth, fallen priests whose sacrament is the lies they spread. Sevos the Infotek has made himself one of this esteemed company. An exile from House Van Saar, Sevos sought to merge his mind with the sacred STC, creating a synaptic-inload interface to extract his consciousness. Unfortunately for Sevos the STC rejected his attempts, leaving him shattered in both body and mind. His former brothers and sisters within the House of Artifice dumped his remains in the depths of the underhive, striking his true name from their records for his breaking of the Three Laws._ _While Sevos’ experiment might have failed to merge his mind with the STC, it did have unexpected results. While he lay in refuse, his body dying and his thoughts unravelling, he discovered he could see the electronic soul of the hive all around him. Not only could he see it, but he could also interact with its systems. Reaching out and taking control of a clade of maintenance servitors, he had the base creatures carry him to safety and bring nourishment for his failing body. Over cycles, he took control of more hive systems, using plundered tech to build himself a suspensor chair to carry his body and protect it from harm._ _It was not long before Sevos discovered that, in addition to manipulating nearby hive systems, he could also steal data secrets as they were transmitted along the electro highways of the towering city. Washing away any trace of his past, Sevos set himself up as a Whisper Merchant, growing rich from his trade in information. When the Great Darkness tore apart the social fabric of Necromunda, Sevos was one of the first to see it coming and took refuge in his underhive hideout, remotely manipulating events from the shadows. Later, when he heard the first whispers of the Prophet and the great pilgrimage that would follow, he saw an opportunity to fulfil his ambition to merge with the Van Saar STC… and take his revenge on the Clan that had left him to die._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="20"> ### 0-1 Slopper ![](slopper.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 5+ | 7+ | **Weapons:** [Fighting knife](/docs/armoury/close-combat#fighting-knife). **Special Rules:** Grub's Up. <details className=""> <summary>Special Rules</summary> **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. </details> <details className=""> <summary>Equipment</summary> A Slopper is armed with a fighting knife. </details> <details className="lore"> <summary>Lore</summary> _Food in the underhive rarely holds any joy. Most meals consist of corpse-starch or nutri-slime, supplemented with synth-fats and vitamin shots. As such, anyone who can produce ‘real’ food from the local flora and fauna can expect a steady stream of credits._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="90"> ### 0-2 Spyker _**Delaque Only**_ ![](spyker.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 6+ | 6+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ | **Skills:** A Spyker has no skills. **Equipment:** A Spyker carries no equipment. **Special Rules:** Flight, Part of the Crew, Non-sanctioned Psyker. <details className=""> <summary>Special Rules</summary> **Flight:** A Spyker ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. </details> <details className=""> <summary>Wyrd Powers</summary> A Spyker is a Psyker and knows the following Wyrd Powers: - **Psychic Scream (Basic):** Any enemy fighters within 3" of this Psyker must immediately pass a Nerve test, subtracting 1 from the result. Any enemy fighter that fails this test is immediately Broken and runs for cover. - **Psychic Assault (Basic):** Nominate an enemy fighter anywhere within 18" of this Psyker. The nominated fighter must immediately take a Willpower check. If the check is passed, the fighter is Pinned. If the test is failed, the fighter loses 1 Wound and is Pinned. If this reduces the fighter to 0 Wounds, roll one Injury dice and apply the result. - **Force Blast (Basic):** Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop at the edge and take an Initiative test for them. If the test is passed, they are placed prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall, or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. </details> <details> <summary>Optional Rules: The Confluence of Shadows</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. ::: During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in _Necromunda: House of Shadow_ (above). **Crush (Basic):** Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter's BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an injury dice and immediately apply the result against the fighter. **Witchfire (Double):** All enemy models within 3" of this fighter suffer a S5, D2, AP-1 hit as if from a weapon with the Blaze trait. **Mind Maze (Basic, Continuous):** Target a single Standing and Active enemy fighter that is both within 6" and line of sight of this fighter. The target must make an initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to kit. One additonal enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active. _Source: Apocrypha Necromunda: Sump City Sinking_ </details> <details className="lore"> <summary>Lore</summary> _Dosed up with concentrated Ghast solutions, an individual with a glimmer of psychic potential may be subjected to a forced ‘evolution’ by the Delaque. It is a process that can take months or years, the prospective Spyker strapped into a medicae harness as their body atrophies and their cranium expands. Those who don’t suffer catastrophic biological collapse or spontaneous (and fatal) cerebellum expansion, are conditioned by House Delaque to serve gang leaders._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="80"> ### 0-1 Tech Merchant **_Van Saar: 40 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Equipment:** A Tech-merchant may be armed with either a master-crafted laspistol or a mastercrafted las sub-carbine. **Special Rules:** Techno-Baubles, Friends in the Trade. <details className=""> <summary>Special Rules</summary> **Techno-baubles:** If a gang has a Tech-merchant, it may reduce the Rare and/or Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item instead becomes Common. **Friends in the Trade:** During every post-battle sequence, the cost of one item found in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum of 20 credits. </details> <details className="lore"> <summary>Lore</summary> _Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="50"> ### 0-3 Underhive Traders ![](underhive-traders.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 7+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** The Finest Merchandise, Specialist Product. <details> <summary>Special Rules</summary> **The Finest Merchandise:** Having an Underhive Trader around means the gang has access to all manner of goods. More importantly, they can use the Trader’s connections to find rare goods. An Underhive Trader can make the Trade action during the post-battle sequence just as if they were a Leader. **Specialist Product:** Most Underhive Traders have their own specialities and when hired on to the gang players must choose one of the following Trader types, gaining the additional benefits listed here: - **Relicmonger:** A purveyor of religious trinkets, a Relicmonger can adorn a gang’s fighters with blessed tokens – some of which might, very occasionally, actually do something. Once per battle, when a fighter with blessed tokens is Seriously Injured or taken Out of Action, roll a D6. On a result of 6, the fighter can ignore the result. - **Beastwrangler:** A procurer and tamer of Exotic Beasts, a Beastwrangler can train a gang’s exotic pets while they rest in the gang’s hideout. At the start of each campaign week, add 1 XP to each Exotic Beast in the gang. - **Gun-smyth:** Able to procure the best guns in the underhive, Gun-smyths are highly valued by gangs looking to gain an edge over their opponents. A gang that has a Gun-smyth can upgrade one ranged weapon purchased from the Trading Post or Black Market to have the Mater-crafted trait at no extra cost. Each Gun-smyth can do this once per post-battle sequence. - **Connected Trader:** A Connected Trader has spent a lifetime building up a web of contacts they can use to move items. If a gang has a Connected Trader then once per post-battle sequence for each Connected Trader they control, they may double the credits they gain for selling items in their Stash. In addition, they may freely trade credits and items in their Stash with other gangs participating in the same campaign; note that both gangs must agree in order for a trade to happen. </details> <details> <summary>Equipment</summary> - A Relicmonger is armed with a maul (club). - A Beastwrangler is armed with a laspistol. - A Gun-smyth is armed with a bolt pistol, stub pistol and shotgun. - A Connected Trader is armed with a master-crafted lasgun. </details> <details> <summary>Skills</summary> - A Relicmonger has the Fearsome skill. - A Beastwrangler has the Overseer skill. - A Gun-smyth has the Marksman skill. - A Connected Trader has the Savvy Trader skill. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is a world built upon commerce. From the lowliest clanner to the lords of the spire, goods are bought, sold or traded constantly. A canny trader can make their fortune if they know where to sell their wares, and the underhive is often a rich source of customers – whether it is for cheap ammo, exotic pets or even religious artefacts._ </details> _Source: Book of the Outcast_ </FighterCard> <FighterCard cost="60"> ### 0-1 Whisper Merchant **_Delaque: 30 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** Stub Gun. **Special Rules:** Useful Lies. <details> <summary>Special Rules</summary> **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. </details> <details className="lore"> <summary>Lore</summary> _Rumours aplenty can be found in the Hall of Lies in Hive Primus though, for the richest source of information, a gang should enlist its own Whisper Merchant. Professional rumour-mongers, these shadowy individuals deal in all kinds of truths, gathering juicy information on rivals but also more esoteric pieces of intel that might benefit the gang._ </details> _Source: House of Shadow_ </FighterCard> ## Outlaw Hangers-on <FighterCard cost="30"> ### 0-1 Agitator ![](agitator.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ | **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Agitator, Outlaw. <details> <summary>Special Rules</summary> A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want. **Outlaw:** An Agitator can only be hired by Outlaw gangs. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rile ‘em Up (Basic):** The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _Cults and criminals often use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread subversive rumours among the citizenry. These propagandists might be devout followers of the cult, but can equally be skilled orators and liars working for their own selfish ends._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="20"> ### 0-2 Arthromite Herder **_Ash Wastes Nomads only_** ![](ash-wastes-herder.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Hunters polearm | - | E | - | - | S+1 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Born to the Wastes. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Ash Cloak. **Special Rules:** Arthromite Whisperer, Training Program. <details> <summary>Special Rules</summary> **Arthromite Whisperer:** During the Post-battle Sequence a Nomad Arthromite Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite Duneskuttler is Critically Injured, it goes into Recovery; otherwise roll a D6, on a 3+ the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery. This cannot be performed in the same Post-battle Sequence as the Training Program ability. **Training Program:** During the Post-battle Sequence, a Nomad Arthromite Herder may attempt to train an Arthromite Duneskuttler; make an Intelligence test for the Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3 XP. This cannot be performed in the same Post-battle Sequence as the Arthromite Whisperer ability. </details> <details className="lore"> <summary>Lore</summary> _The Ash Waste Nomads have a strange affinity for the creatures of the wasteland, especially the Dustback Helamites that they ride into battle. More insidious than these surface-running creatures are the massive insects that live beneath the ground. Known commonly as Arthromites, these huge creatures often lie in wait for unwitting prey, burrowing under the surface of ash dunes and leaping to terrible life when a traveller or even a vehicle moves over it. The creature then overpowers their catch, tearing and biting before ultimately dragging it beneath the sand or ash._ _Even on their own an Arthromite can be more than a match for a human, and Nomad Arthromite herders will train these creatures to do their bidding. Clad in the discarded exoskeletons of their charges, an Arthromite herder is often accompanied by an Arthromite Duneskuttler – sending them charging toward their foes with little more than a gesture of their hunters polearm, the Duneskuttlers falling upon the hapless target seconds before the herder themself joins the fray. Though Duneskuttlers are by far from the most common insects to be found in the command of a herder, there are rumours of even larger more terrible beasts that they can control – with herders often travelling deep into the wastes and returning with horrors seldom seen in civilised lands._ </details> _Source: Book of the Outlands_ </FighterCard> <FighterCard cost="20"> ### 0-1 Cadaver Merchant | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Chainaxe. **Special Rules:** Cadaver Merchant, Outlaw. <details> <summary>Special Rules</summary> A gang with a Cadaver Merchant can sell their dead for profit. If a member of the gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury that is not healed by the doc, then they can be sold to the Cadaver Merchant for D3x10 credits. A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence. **Outlaw:** A Cadaver Merchant can only be hired by Outlaw gangs </details> <details className="lore"> <summary>Lore</summary> By Imperial writ the Corpse Guild lays claim to the dead of the hives. This ancient law does not, however, stop enterprising individuals from dealing in corpses, selling them on to rogue docs or other more nefarious individuals in need of human remains. And sometimes the bodies aren't quite dead yet… </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="30"> ### 0-1 Flagellator **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 6+ | 7+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Flail | - | E | - | +1 | S+1 | - | 1 | - | <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Special Rules:** Purification through Pain, Outlaw. <details> <summary>Special Rules</summary> **Purification through Pain:** During the pre-battle sequence, after setting up the battlefield but before choosing crews, a gang with a Flagellator may attempt to bring one of its fighters out of Recovery. The chosen fighter immediately makes a Toughness check. If this check is passed, the fighter leaves Recovery and may be included in the crew for this battle. However, this fighter begins the battle with one Flesh Wound. **Outlaw:** A Flagellator can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Purification through pain is a common belief of the Redemption, and gangs sometimes employ specialist flagellators to motivate and ‘heal’ their members. A wounded ganger, or one suffering from some underhive malady, may well forget their injuries and get back in the fight if staying in the gang’s hideout means regular whippings._ </details> _Source: House of Faith_ </FighterCard> <FighterCard cost="40"> ### 0-1 Heretek | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Grav gun or plasma gun. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Heretek, Outlaw. <details> <summary>Special Rules</summary> If a gang includes a Heretek then it can have them enhance one of the gang’s weapons before a game. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player. The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle. **Outlaw:** A Heretek can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Hereteks are reckless inventors who subvert the sacred teachings of the Adeptus Mechanicus. They tinker with weapons and wargear, often building their own devices using combinations of Imperial, xenos and archaeo-technologies. The results are often as dangerous to the wielder as they are to their enemies._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="70"> ### 0-1 Hive Preacher **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 5+ | 6+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Two-handed hammer | - | E | - | -1 | S+1 | - | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Special Rules:** Sermon, Part of the Crew, Outlaw. <details> <summary>Special Rules</summary> **Sermon:** A gang with a Hive Preacher may roll a D6 at the end of any pre-battle sequence and add this many Faith dice (see page 97) to their Faith dice pool. In addition, if a Hive Preacher is on the battlefield and not Seriously Injured, then they count as three fighters when determining the number of Cawdor fighters generating Faith dice in the End phase. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Outlaw:** A Hive Preacher can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Underhive settlements are filled with hivers claiming to be preachers and priests of the Imperial Creed, and the Redemption is no different. A Cawdor gang might attract one of these maniacal dome preachers, blessing them before battle, or simply wandering around their hideout spouting religious dogma and getting everyone riled up._ </details> </FighterCard> <FighterCard cost="25"> ### 0-1 Proxy | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Proxy, Outlaw. <details> <summary>Special Rules</summary> An Outlaw gang with a Proxy can sell captives to the Guilders and may use the Trading Post. However, each time they do so they must roll a D6, and on a result of 5+ the action fails. The gang can also attempt to make an Alliance with the Merchants Guild or the Imperial House. If it does, before the Alliance is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the gang’s roster, otherwise the Alliance is formed as normal. If an Outlaw gang is ever required to Test the Alliance with the Merchants Guild or the Imperial House then the Alliance is automatically ended without the need to roll. **Outlaw:** A Proxy can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Outlaws and cults are hunted gangs within the underhive, and cannot deal openly with the Guilders or the Imperial House for fear of retribution. Proxies are otherwise respectable underhivers with connections to nefarious organisations, and will willingly sell captives, buy goods or beguile allies in the name of an outlaw or cult gang._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="40"> ### 0-1 Scabber ![](scabber.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 8+ | 6+ | **Skills:** [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader). **Weapons:** Shotgun (solid & scatter). **Special Rules:** Scabber, Outlaw. <details> <summary>Special Rules</summary> When a gang with a Scabber sells a piece of Illegal equipment in the postbattle sequence, it gains the item’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Trade action in the post-battle sequence provided the gang is visiting the Black Market. **Outlaw:** A Scabber can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Even the roughest backwater settlement is wary of dealing in illegal goods lest the wrath of the Guilders fall upon it. This is where Scabbers come in; men and women willing to deal in anything that might turn a profit. Scabbers are also useful when it comes to procuring illegal equipment, as they often have connections with the Cold Trade._ </details> _Source: The Book of Judgement_ </FighterCard>
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# Hangers-on _Source: Necromunda Core Rulebook (2023)_ Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. Hangers-on cannot gain Experience or Advancements; if they suffer a Lasting Injury that would make a change to their Fighter card, they decide that the hideout is no longer safe and move on – they are removed from the gang roster. They cannot be given any equipment other than what is listed. ## Hangers-on costs and restrictions Some hangers-on are only available to particular gangs, and some have gang discounts. <h3>Law-Abiding Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :----------------------------------------------------------------------------- | :------------------------- | :---------------: | | 0-3 | [Ammo Jack](#0-3-ammo-jack) | Any | 50 | | 0-1 | - [Ragnir Gunnstein](#0-1-ragnir-gunnstein) | Any | 100 | | 0-1 | [Apprentice Clan Chymist](#0-1-apprentice-clan-chymist) | Escher | 75 | | 0-1 | [Brute Handler](#0-1-brute-handler) | Any | 110 (Golaith: 55) | | 0-1 | [Bullet Merchant](#0-1-bullet-merchant) | Any | 75 (Orlock: 25) | | 0-1 | [Chem Dealer](#0-1-chem-dealer) | Any | 50 (Goliath: 25) | | 0-1 | [Claim Jumper](#0-1-claim-jumper) | Ironhead Squat Prospectors | 60 | | 0-1 | [Cogitator Core Servitor](#0-1-cogitator-core-servitor) | Van Saar | 100 | | 0-1 | [Data-Scrivener](#0-1-data-scrivener) | Any | 20 | | 0-1 | [Dome Runner](#0-1-dome-runner) | Any | 20 | | 0-1 | [Fixer](#0-1-fixer) | Any | 50 | | 0-1 | [Gang Lookout](#0-1-gang-lookout) | Any | 20 | | 0-1 | [Grease Monkey](#0-1-grease-monkey) | Orlock | 40 | | 0-2 | ['Narker](#0-2-narker) | Any | 30 | | 0-1 | [Pit Trainer](#0-1-pit-trainer) | Goliath | 75 | | 0-1 | [Prize Fighter](#0-1-prize-fighter) | Orlock | 40 | | 0-1 | [Propagandist](#0-1-propagandist) | Any | 30 | | 0-1 | [Psychoteric Thrall](#0-1-psychoteric-thrall) | Delaque | 90 | | 0-2 | [Rogue Docs](#0-2-rogue-docs) | Any | 50 | | 0-1 | [- Doctor Arachnos](#0-1-doctor-arachnos) | Any | 100 | | 0-1 | [Shivver](#0-1-shivver) | Escher | 100 | | 0-1 | [Slopper](#0-1-slopper) | Any | 20 | | 0-1 | - [Bigby Crumb, Ratling Slopper](#0-1-bigby-crumb-ratling-slopper) | Any | 50 | | 0-2 | [Spyker](#0-2-spyker) | Delaque | 90 | | 0-1 | [Tech Merchant](#0-1-tech-merchant) | Any | 80 (Van Saar: 40) | | 0-3 | [Underhive Traders](#0-3-underhive-traders) | Any | 50 | | 0-1 | [Whisper Merchant](#0-1-whisper-merchant) | Any | 60 (Delaque: 30) | | 0-1 | [- Silberlant Sevos, Whisper Merchant](#0-1-silberlant-sevos-whisper-merchant) | Delaque | 80 | <h3>Outlaw Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :------------------------------------------ | :---------------- | :--: | | 0-1 | [Agitator](#0-1-agitator) | Any | 30 | | 0-2 | [Arthromite Herder](#0-2-arthromite-herder) | Ash Wastes Nomads | 20 | | 0-1 | [Cadaver Merchant](#0-1-cadaver-merchant) | Any | 20 | | 0-1 | [Flagellator](#0-1-flagellator) | Cawdor | 30 | | 0-1 | [Heretek](#0-1-heretek) | Any | 40 | | 0-1 | [Hive Preacher](#0-1-hive-preacher) | Cawdor | 70 | | 0-1 | [Proxy](#0-1-proxy) | Any | 25 | | 0-1 | [Scabber](#0-1-scabber) | Any | 40 | ## Law-abiding Hanger-ons <FighterCard cost="50"> ### 0-3 Ammo Jack ![](ammo-jack.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 6+ | 7+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** [Boltgun](/docs/armoury/basic-weapons#boltgun) or [combat shotgun](/docs/armoury/basic-weapons#combat-shotgun) (salvo & shredder), [power hammer](/docs/armoury/close-combat#power-hammer) or [power sword](/docs/armoury/close-combat#power-sword). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Gun-smith. <details className=""> <summary>Special Rules</summary> **Gun-smith:** If a gang has an Ammo-jack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle, for example, if they are In Recovery or have been Captured, the bonus does not apply. If a gang has more than one Ammo-jack, the bonus increases. A gang with two Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3. </details> <details className=""> <summary>Equipment</summary> An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and shredder ammo, and with either a power hammer or power sword. All Ammo-jacks are equipped with mesh armour. </details> <details className="lore"> <summary>Lore</summary> _As gangs become more experienced, they discover the importance of regular weapon checks. Running out of ammunition or suffering a gun jam in the middle of a firefight is just not acceptable for a gang that wishes to be taken seriously._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="75"> ### 0-1 Apprentice Clan Chymist **_Escher Only_** ![](apprentice-clan-chymist.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Special Rules:** Experimental Elixers, Last Rites. <details className=""> <summary>Special Rules</summary> **Experimental Elixirs:** A gang with an Apprentice Clan Chymist reduces the cost of Chem-Alchemy Elixirs (see page 93) by D6x10 to a minimum of 10 credits. Roll each time a Chem-Alchemy Elixir is purchased. **Last Rites:** If one of the gang’s Escher Gang Matriarchs or Escher Gang Queens is killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved by the doc) then the player may roll a D6. If the result is equal to or lower than the number of advances the fighter has, the player may add a Death-maiden to their gang. The newly added Death-maiden retains none of the dead fighter’s </details> <details className="lore"> <summary>Lore</summary> _Escher Clan Chymists often spend their apprenticeships in the underhive alongsideHouse gangs. On the front lines, they learn the best ways to concoct and apply toxins, as well as having fighters to experiment on with their elixirs and potions. Shouldthe chance present itself, an Apprentice Clan Chymist might also participate inthecreation of an Escher Death-maiden, bringing one of the gang’s fallen fighters backfrom the dead._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="50"> ### 0-1 Bigby Crumb, Ratling Slopper ![](bigby-crumb.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Slop pot ladle (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** Slop Pot, Grub's Up, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Slop Pot:** When Bigby Crumb is hired, he brings along his Slop Pot. The Slop Pot is represented by its own model and is placed within 2" of Bigby when he is deployed on the battlefield. The Slop Pot may be moved in the same way as a Loot casket (see the Necromunda Rulebook) and counts as cover. While within 2" of the Slop Pot, Bigby may perform the Add Ingredients (Basic) action. When he performs this action, choose one of the following effects: - **Stinger Spore Stew:** Until the end of this round, friendly fighters within 2" of the Slop Pot count as having an assist when making Recovery tests (see the Necromunda Rulebook). - **Frenzon Fondue:** Until the end of this round, friendly fighters within 2" of the Slop Pot gain the Nerves of Steel and True Grit skills. - **Tentacle Surprise:** Until the start of Bigby’s next activation, the Slop Pot counts as a Beast’s Lair (see the Necromunda Rulebook). Note that Bigby does not trigger the Beast. **Slopper:** Bigby Crumb is a Slopper Hanger-on and follows the Grub’s Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include. > **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Bigby Crumb was once the head chef to the Archduke of House Greim, brought in from the agri-world of Pravium Secundus especially for the job. As Bigby will freely admit, he has since fallen on hard times. As the Ratling slopper tells it, he was expelled from the spire after an unfortunate incident involving a Threadneedle Worm Surprise pie. Rumours persist that the dismissal had less to do with exploding pies and more to do with the Duchess of Greim’s dislike of Ratlings – who she claimed were far too small to be trustworthy. Whatever the reason for Bigby being turfed out of the spire, the nobility’s loss was the underhive’s gain. Down in the stinking depths of Hive Primus, Ratlings don’t usually warrant a second glance, especially in places like Sump City or Heretic’s Hole, where Ogryns and mutants regularly rub shoulders with Beastmen and wyrds. It was here, in the very depths of the hive, that Bigby found a new life turning aggressive sump flora and fauna into quite passable soups and stews._ _Unlike most sloppers, who pass themselves off as culinary experts just because they know how to siphon a water still, Bigby can actually cook. This has put him in high demand among the gangs of hive bottom. The price for hiring Bigby, though, is often joining him on one of his legendary (and equally dangerous) ingredient hunts, the Ratling delving deep into the badzones of the underhive in his search for exotic plants and animals to fill his slop pot. Some say he is merely looking to add new recipes to his repertoire, though others claim Bigby’s hunts have more to do with creating the perfect dish, one good enough to win his way back into the spire._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="110"> ### 0-1 Brute Handler **_Goliath: 55 credits_** ![](brute-handler.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Special Rules:** Training, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Training:** A gang with a Brute Handler can train their Brutes between games. Provided the Brute is not In Recovery, the controlling player can make a Willpower check for any of their Brutes, using the Brute’s unmodified Willpower. If the check is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too wilful and the training doesn’t work. A Brute Handler can only train one Brute at a time. In addition, if a Standing and Active Brute Handler is on the battlefield, and within 3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any Leadership, Cool, Willpower or Intelligence checks it is required to make. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Brutes are typically savage and dull-witted, herded into battle by gangs to increase their firepower and intimidate their enemies. Even those Brutes with the sense to listen to their leader’s commands in combat still need guidance and training, and Goliath Brute Handlers are ex-pit fighters or factorum overseers and know how to get the most out of muscle._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="75"> ### 0-1 Bullet Merchant **_Orlock: 25 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot). **Weapons:** Autopistol or Stub Gun, and a single additional ammo for that weapon. **Special Rules:** High Calibre Hook-up. <details className=""> <summary>Special Rules</summary> **High Calibre Hook-up:** While a gang includes a Bullet Merchant, they treat all types of ammo available through the Trading Post or the Black Market as Common. In addition, any of these types of ammo that have the Limited trait replace that Trait with the Scarce trait. </details> <details className="lore"> <summary>Lore</summary> _Every gang needs a good bullet merchant. While an ammo-jack can see to the gang’s weapons, they are not true connoisseurs of calibre. A bullet merchant deals in all kinds of ammunition, whether it is stub rounds, plasma flasks or bolt shells, providing underhivers with the best stock available, often dug out fresh from the corpse of some unfortunate ganger._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="50"> ### 0-1 Chem Dealer _**Goliath: 25 credits**_ ![](chem-dealer.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Equipment:** A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a single dose of any Chem, chosen from the Black Market. **Special Rules:** Steady Supply. <details className=""> <summary>Special Rules</summary> **Steady Supply:** A gang with a Chem Dealer counts all Chems as Common availability when buying them from the Trading Post or Black Market. Chem Dealers can also, in a pinch, acquire Chems ‘on consignment’ during the pre-battle sequence of a game. This allows the gang to buy a single dose or any Chem, or items containing Chems, such as a single stimm-slug stash or medicae kit, without expending any credits. However, during the post-battle actions step of the postbattle sequence, the gang must pay for these items. If the gang cannot or will not pay for any item, the Chem Dealer is removed from the gang’s roster. Should this happen, news of the bad deal gets around, and the gang cannot hire another Chem Dealer Hanger-on for the remainder of the current campaign. </details> <details className="lore"> <summary>Lore</summary> _Chems are a vital resource in the underhive, and many gangs don’t like to leave acquiring them to chance. A Chem Dealer is a dedicated supplier for a gang and, for a bit of protection and some creds, provides a gang with chems when they need them. Of course, while Chem Dealers are not as vulnerable to criminal reprisals as freelancers, when a deal goes sour they can just as easily end up with a stub round in their brain._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="60"> ### 0-1 Claim Jumper _**Ironhead Squat Prospectors only**_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 6+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Power fist | - | E | - | - | S+2 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [Techmite Autoveyor](#techmite-autoveyor). **Special Rules:** Seize the Prize, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Seize the Prize:** During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action. - **Claim Jump:** Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons). **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is an exhausted world, its mineral wealth all but spent, and even its rich pools of waste chems or seams of scrap are jealously guarded by those who mine them. In such an environment, it is individuals such as the Claim Jumper who help the Ironhead Squat Prospectors find the best places to set up their great mining rigs. Grizzled loners used to operating far from their clan, Claim Jumpers have a nose for fermented toxic waste or crystallised promethium run-off, among a hundred other valuable resources unique to the outlands. Where a less experienced Squat might see only the shifting ashen face of Necromunda, the Claim Jumper detects tiny tells, like discolouration in dust dunes or the faint scent of rotting ferrosteel, pointing the way to a worthy find. Like all Squat technical or mining specialists, the Claim Jumper is aided by a Techmite drone of their own creation – in this case a Techmite Autoveyor. Autoveyors are as much a pet as tools, with their own unique machine intelligence. This allows them to hunt down minerals and treasure the Claim Jumper might have missed, using their drill appendage to bore into the ground (or sealed containers) and return to their master with their find – much like a Cyber-mastiff loyally returning to its owner, kill clutched in its jaws._ _True to their name, a Squat Claim Jumper does not limit their explorations to unclaimed minerals and wealth. More often than the Clan Houses would like to admit, Squat Prospectors, led by a Claim Jumper, have moved in on one of their newly staked mining sites, stripping it bare before they can properly set up shop. House Orlock in particular has clashed with the Squats over such breaches of claim – the Squats themselves operating outside of the rigid Clan and Noble House structure and so less concerned with contracts made between humans. As such, a Claim Jumper comes more heavily armed than one might expect, carrying power weapons, grenades and firearms, both for seeing off local wildlife or Ash Waste Nomads, but also in case they run into any rival prospectors._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="-"> ### Techmite Autoveyor **Ironhead Squat Claim Jumper only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Drill | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [There's Always Another Secret](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-theres-always-another-secret). **Wargear:** [Flak armour](/docs/armoury/armour#flak-armour). **Special Rules:** Tech Bypass. <details className=""> <summary>Special Rules</summary> **Tech Bypass:** A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. **Skill Access:** Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets: Cunning (Primary), Agility (Seconary). </details> <details className="lore"> <summary>Lore</summary> _Ironhead Squats are naturally skilled with technology of all kinds. Most will create their own automated companions, the little robotic creatures designed to aid them in a myriad of tasks, from hunting to mineral detection. Collectively these robots are known as Techmites, though the Squats themselves tend to give them designations depending on their specialisation or place of manufacture such as the Jortlan K-12 Oculium Bot or the Svardish MkIII Auto-shifter. The Autoveyor is one of these specialisations, its complex sensor array keyed to helping Claim Jumpers hunting down ore and chem seams while out in the wastes, or crawling into tiny spaces looking for hidden wealth._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100"> ### 0-1 Cogitator Core Servitor **Van Saar Only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 6+ | - | 3 | 4 | 1 | 6+ | 1 | 12+ | 3+ | 5+ | 3+ | **Special Rules:** Mind in the Machine, Hostile Environment, Security Measures. <details className=""> <summary>Special Rules</summary> **Mind in the Machine:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, the gang is able to exert tremendous control over the battlefield. At the end of any End phase, the gang may turn the lights on or off at will. If the gang chooses to turn the lights off, the Pitch Black rules immediately come into effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately cease to apply. **Hostile Environment:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 [booby traps](/docs/armoury/booby-traps) (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter. **Security Measures:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action. </details> <details className=""> <summary>Skill Access</summary> A Cogitator Core Servitor has no skills. </details> <details className="equipment"> <summary>Equipment</summary> A Cogitator Core Servitor has no equipment. </details> <details className="lore"> <summary>Lore</summary> _Despite the sanctions against the misuse of technology on Necromunda – and imposed by the Imperium – underhive gangs regularly adapt and adopt all manner of archaeo-devices for their own ends. Van Saar gangs are especially proficient at removing cogitator cores from the hive’s many monitoring and regulating systems – splicing them into the lobotomised minds of maintenance servitors, greatly enhancing their ability to oversee and control their gang turf._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="20"> ### 0-1 Data-Scrivener | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | **Skills:** [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer). **Weapons:** A Data-scrivener may be armed with either a [laspistol](/docs/armoury/pistols#laspistol) or a [las sub-carbine](/docs/armoury/pistols#las-sub-carbine). **Special Rules:** Data-hacked. <details className=""> <summary>Special Rules</summary> **Data-hacked:** Should any fighter belonging to a gang that has a Data-scrivener be required to make an Intelligence check whilst the Data-scrivener is present upon the battlefield, they may roll an additional D6 and discard the lowest roll. </details> <details className="lore"> <summary>Lore</summary> _Necromunda’s hives are filled with barely-understood technologies, ancient cogitator systems and forgotten machines. Data-scriveners excel at both stealing data from these devices and systems as well as manipulating them for a gang. A good Data-scrivener can tap into a dome’s dormant workings and bring them to life, or turn them against the gang’s rivals._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="100"> ### 0-1 Doctor Arachnos **Rogue Doc (Dramatic Personae)** ![](doctor-arachnos.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 7+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Medical mechadendrites | E | 3" | +1 | - | - | -1 | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Medical Mechadendrites, Part of the Crew, Rogue Doc. <details className=""> <summary>Special Rules</summary> **Medical Mechadendrites:** Doctor Arachnos’ medical mechadendrites allow him to turn any location into an impromptu operating theatre. During the Recovery phase, if Doctor Arachnos is within 3" of a Seriously Injured friendly fighter, instead of making a Recovery check for the fighter, you can make an Intelligence check for Doctor Arachnos. If the check is successful, the fighter immediately recovers from their Serious Injury just as if they had rolled a Flesh Wound on the Injury dice. If the check is failed, the fighter goes Out of Action instead. Doctor Arachnos can only aid one fighter in this way each round. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Rogue Doc:** Doctor Arachnos is a Rogue Doc Hangeron, as described on page 41. If hired, he counts as one of the two Rogue Docs a gang may include. </details> <details className="lore"> <summary>Lore</summary> _Doctor Arachnos works out of the Six Clans ‘Cutting Room’ in Dust Falls. Both Proctor Clause Bauhein and Mistress of Coin Melerva pay the Doc well for his services, and even Narco Lord Balthazar Van Zep has been known to go to him to save the life of an especially valued associate. A slightly sinister figure, no one quite knows where Arachnos comes from; he just turned up one day in Dust Falls with his chirurgical assistant, Craven Bonesaw, in tow – the small misshapen creature thought to be the product of one of Doctor Arachnos’ experiments. However, good medical aid is hard to come by in the underhive, especially of the kind Arachnos offers, and so he does a fine trade in digging out bullets and patching up ruptured organs._ _The Doc also has a healthy sideline in gen-hancements and organ grafting. For a modest fee, Doc Arachnos will cut an underhiver open and make ‘improvements’ to their physiology. Most often, these are purely practical – like implanting a Goliath pulmonary system to allow the patient to brea the toxic air, or a set of Phyrr Cat eyes so they can see in the dark. More rarely, gang leaders come to Arachnos looking for cosmetic enhancements such as ripper jack teeth or ash devil claws (which look scary but make opening a bottle of Wild Snake a small feat!). Of course, all these exotic components need to come from somewhere, and the Doc regularly signs on with gangs going down into the depths of the underhive. While Arachnos can, and does, pay for unusual organs procured by gangers, he prefers to extract them himself – rather than receive them in the battered remains of a corpse-starch ration tin wrapped in whatever dirty rag the ganger could find._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="20"> ### 0-1 Dome Runner ![](dome-runner.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Scout Ahead. <details className=""> <summary>Special Rules</summary> **Scout Ahead:** Whenever a fighter from a gang with a Dome Runner opens a Loot casket, they may choose to re-roll the D6 to determine what the contents are. However, they must accept the result of the re-roll, even if it is worse. </details> <details className=""> <summary>Equipment</summary> A Dome Runner may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _A gang’s Turf is its primary source of income, but as it expands outwards, the gangers might find themselves in areas they’ve never even visited. Local guides, referred to as ‘Dome Runners’, are a regular sight among gangs wishing to root out this new turf’s hidden treasures._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="50"> ### 0-1 Fixer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). <details> <summary>Special Rules</summary> A gang allied to an organisation, such as the Merchants Guild or the Recidivists, can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in their gang. In addition, if the gang is ever outlawed as a result of their actions, they can remove the Fixer from the gang roster to avoid becoming an Outlaw gang. </details> <details className="lore"> <summary>Lore</summary> _Sometimes even the most successful gangs need someone who can just get things done, no questions asked. Fixers are troubleshooters with connections throughout the underhive, able to call in favours or settle debts on others’ behalf when someone is being obstinate. They are often found in the employ of settlement lords or Guilder families, but will also work for gangs._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="20"> ### 0-1 Gang Lookout ![](gang-lookout.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 5+ | 7+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Heads Up. <details className=""> <summary>Special Rules</summary> **Heads Up:** During Skirmish play, a gang with a look-out may add 1 to the dice roll to determine which gang is the Attacker or Defender. Additionally, if a gang with a lookout is the Defender in a scenario that uses the Sneak Attack rules, add 1 to all rolls to determine if a Sentry spots an Attacker. </details> <details className=""> <summary>Equipment</summary> A Gang Lookout may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _There are many hivers and settlement scum willing to keep watch on a gang’s borders and pass warnings of unwanted visitors along. These lookouts can warn of attacking rivals or interest from the Enforcers, and allow a gang a chance to escape._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="40"> ### 0-1 Grease Monkey **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Wrench (maul) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Blowtorch (hand flamer) | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Special Rules:** Overcharge. <details className=""> <summary>Special Rules</summary> **Overcharge:** A gang with a Grease Monkey can overcharge one of their Brutes, or the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged Brute increases both its Movement and Attacks characteristics by D3 when it activates (roll once and apply the results to both characteristics). However, if a natural 1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time the fighter is activated). If a natural 1 is rolled, then no extra Movement is gained and the Wrecker may only perform a single action during its activation, as they struggle to control their malfunctioning pack. </details> <details className="lore"> <summary>Lore</summary> _Orlock gang hideouts are as much workshops as settlements, with all kinds of machinery being built, pulled apart or worked on. Orlock Grease Monkeys are the grimy workers who keep the Orlock’s servitors, vehicles and heavy gear functioning or, when the gang boss commands, overcharge it far past its safety limits._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-2 Narker | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 9+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). <details> <summary>Special Rules</summary> During the Determine Scenario step of the pre-battle sequence, a gang with a ‘Narker can modify the final dice roll by 1; either increase or decrease the result. If the gang has two ‘Narkers, the gang can instead modify this dice roll by 2. If both gangs have ‘Narkers, they cancel each other out (i.e., a gang with two ‘Narkers facing a gang with one would only count as having one ‘Narker while their opponent would count as having none). </details> <details className="lore"> <summary>Lore</summary> _Information is power in the underhive and a gang can benefit greatly from having some well-placed spies. ‘Narkers are professional information gatherers who frequent the local drinking holes, trading posts and rumour halls of the underhive before passing on the secrets they discover to employers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="75"> ### 0-1 Pit Trainer **_Goliath Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Chainsword | - | E | +1 | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor). **Special Rules:** Combat Ready. <details className=""> <summary>Special Rules</summary> **Combat Ready:** A gang containing a Pit Trainer can train fighters between battles. Up to three fighters, who are not In Recovery, can be trained at once. A fighter who undergoes training gains a random skill, generated from their Primary or Secondary skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is removed from the fighter’s card at the end of the battle. If the generated skill is one they already have, they may instead choose the temporary skill from their Primary or Secondary skill lists. However, when a fighter trains for the pit, there is a chance they will be injured. Roll a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a roll on the Lasting Injury table and immediately apply the results. If a fighter suffers an injury that puts them Into Recovery, they must miss the next battle. </details> <details className="lore"> <summary>Lore</summary> _Pit fighters are rightly feared for their close combat abilities, and the best ones train constantly under Pit Trainers to improve their skills. Goliath gangs favour Pit Trainers over more conventional trainers, as they have a focus on melee combat and vicious takedowns, usually in the bloodiest way possible for the enjoyment of the crowds._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="40"> ### 0-1 Prize Fighter **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Equipment:** A Prize Fighter has no equipment. **Special Rules:** Bare Knuckle Fighter. <details className=""> <summary>Special Rules</summary> **Bare Knuckle Fighter:** In the Collect Income step of the post-battle sequence, a gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose the highest, then multiply the result by 10 to see how many credits the fighter earns for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if a double 1 is rolled, the Prize Fighter has been killed and must be removed from the gang’s roster. </details> <details className="lore"> <summary>Lore</summary> _Orlock gangs are fans of bare knuckle fights, there being something fundamentally Orlock about two fighters beating the hell out of each other with just their fists. Gangs often employ specially-trained pugilists for this task, pitting them against other gang’s fighters, or even putting them in the fighting pits to face off against slaves and beasts, armed only with their bare hands._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-1 Propagandist ![](propagandist.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). <details> <summary>Special Rules</summary> A gang with a Propagandist can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Propagandist to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. A Propagandist also improves recruitment for the gang. When the gang adds a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains an additional Juve or similarly ranked fighter for free. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rally Allies (Basic):** The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _The Imperial House, the Clan Houses and even criminals all use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread favourable rumours among the citizenry. These propagandists might be dedicated members of the faction they represent or simply professional rabble-rousers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="90"> ### 0-1 Psychoteric Thrall **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | _and_ | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | _or_ | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | _or_ | | Shotgun | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | </WeaponStats> **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Equipment:** A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife. **Special Rules:** Psychoteric Echo, Disturbingly Familiar, Part of the Crew. <details> <summary>Special Rules</summary> **Psychoteric Echo:** A gang with a Psychoteric Thrall can use it as the focal point when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this fighter may choose to channel a Wyrd Power through this fighter. That fighter makes a Willpower check as normal and, if a double 1 is rolled, it is that fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Thrall, rather than from the model representing the fighter. In other words, line of sight, distance, range and so forth are all measured from the Psychoteric Thrall, not from the fighter using the Wyrd Power. **Disturbingly Familiar:** When a Psychoteric Thrall is added to the gang, make a note of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter that belongs to that House suffers a -2 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Any enemy fighter that does not belong to that House suffers only a -1 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Some individuals are connected to the Psychoterica even if they are not of House Delaque. These are often the lost souls of a hive, outcasts and dreamers who have no place in the brutality of Necromunda. Sometimes, a Delaque clan gang will take these wayward strays under their wing, tapping into their latent psychic energies and using them as conduits for the Psychoterica._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="100"> ### 0-1 Ragnir Gunnstein ![](ragnir-gunnstein.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 4+ | 3+ | 3 | 4 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------- | | Shotgun | | - solid | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Wrench (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Wargear:** [Frag](/docs/armoury/grenades#frag-grenade) & [krak](/docs/armoury/grenades#krak-grenade) grenades, [respirator](/docs/armoury/personal-equipment#respirator), [light carapace (4+)](/docs/armoury/armour#carapace). **Special Rules:** Ammo-jack, Gang Fighter, Surplus Ammo. <details className=""> <summary>Special Rules</summary> **Ammo-jack:** Ragnir is an Ammo-jack Hanger-on, as described on page 39. If hired, he counts as one of the three Ammo-jacks a gang may include. **Gang Fighter:** Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster, Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or randomly selected as part of his gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other Hanger-on. **Surplus Ammo:** Ragnir will always provide a surplus of ammunition before heading into action. Should he be deployed as part of a starting crew, Ragnir’s controlling player may deploy D3 ammo caches. </details> <details className="lore"> <summary>Lore</summary> _Ragnir Gunnstein was born a noble of the Mjolnir Stronghold on its home world of Valskalf and was destined to have his name written in the sagas of his people. On the eve of his one hundredth year, however, Ragnir fell into a fratricidal blood feud with a brother Hearthguard, and was exiled from Mjolnir for all time._ _As an itinerant wanderer, Gunnstein served as a mercenary under all manner of masters, but after many decades he found himself at the Ring of Selene void docks that orbit Necromunda. There he chose the wrong side in a feud between a House Goliath longshore gang and one of the many fanatical Cargo Cults for the rights to handle cargo passing through the vast zero-G freight halls. Fleeing the ensuing chaos, he was very nearly eaten alive by an Ur-Ghul infestation, before being chased off-station by an angry heretek cult whose nascent techno-heresy he inadvertently exposed._ _At that point, Gunnstein decided it was time to retire, and so he smuggled himself into Hive Primus and struck out for the underhive with the intention of setting himself up as a weaponsmith to fund what he hoped would be a very long and quiet old age. Of course, life rarely turns out as intended, and his retirement has proven every bit as eventful as his previous career. Nonetheless, he makes a comfortable living working with a variety of underhive gangs, his skill at maintaining weapons and his keen sense of honour ensuring his services are ever in high demand. Despite his status as a hanger-on, Gunnstein rarely remains at the hideout while his current employers head out to fight, and he is well known for insisting on accompanying his latest friends into battle. Few ever demand he remain at home, for even in his retirement Gunnstein is more than capable of teaching the youngsters a thing or two about fighting._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="50"> ### 0-2 Rogue Docs ![](rogue-doc.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). **Special Rules:** Patch Up. <details className=""> <summary>Special Rules</summary> **Patch Up:** If a gang has a Rogue Doc, it can make an additional Medical Escort action in the post-battle sequence in addition to any other post-battle actions performed by fighters with the Gang Hierarchy (X) special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as Stabilised rather than a Full Recovery, due to the Rogue Doc’s comparatively limited supplies and the lack of proper medicae technology. If a gang has more than one Rogue Doc, it can make this additional action once for each of them. </details> <details className=""> <summary>Equipment</summary> A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are equipped with a medicae kit. </details> <details className="lore"> <summary>Lore</summary> _Medical expertise is much sought-after in the underhive, and most of those who have such training sell their services at a not insignificant price._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-1 Shivver **_Escher Only_** ![](shivver.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 9+ | 5+ | 6+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Equipment:** A Shivver has no equipment. **Special Rules:** Psyniscience. <details> <summary>Special Rules</summary> **Psyniscience:** During the post-battle sequence, a single fighter with the Gang Hierarchy (X) special rule that is able to perform a post-battle action may perform the following post-battle action: **Visit Shivver:** The Shivver looks into the fighter’s future, divining what lies ahead for them and their sisters. Roll 2D6 and consult the table below: | 2D6 | Result | | :-------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **2** | **Doom!:** The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery. | | **3-4** | **The Fates are Unclear:** Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic. | | **5-7** | **Favourable Portents:** For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters. | | **8-9** | **A Great Victory:** If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP. | | **10-11** | **A Mysterious Stranger:** The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs. | | **12** | **Fortune and Glory:** During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns. | </details> <details className="lore"> <summary>Lore</summary> _Shivvers and Hive Oracles are an important part of Escher society, and often gangs will call upon their services. A Hive Oracle may, if she sees fit, set up residence in a gang’s hideout, often operating out of strange many-hued wagons or tents, filled with the objects and artefacts of their craft. Between battles, a gang leader can visit the Shivver, hoping for a glimpse into their future. Sometimes these glimpses can save the gang from calamities or lead them to great riches, though other times they may be misleading, or even dangerous, resulting in disaster._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="80"> ### 0-1 Silberlant Sevos, Whisper Merchant **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** Cold And Calculating (see below), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Wargear:** none. **Special Rules:** Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew. <details> <summary>Special Rules</summary> **Vox Hack:** Silberlant Sevos can perform the Gather Intelligence (Double) action: - **Gather Intelligence (Double):** Make an Intelligence test for Silberlant Sevos. If the test is passed your opponent must reveal all gang tactics they have generated, if the test is failed your opponent must reveal a random gang tactic they have generated. **Whisper Merchant:** Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a gang may include. **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details> <summary>Skills</summary> **Cold And Calculating:** Once per round, when making a Cool or Willpower test, this fighter may make the test against their Intelligence characteristic instead. </details> <details className="lore"> <summary>Lore</summary> _As much as they would like their enemies to believe otherwise, the Delaque do not have a monopoly on the Necromundan secrets trade. Within Hive Primus, mysterious agents such as Nemo the Faceless move in the shadows dealing in rumours, while Hive Temenos boasts the Conclave of Truth, fallen priests whose sacrament is the lies they spread. Sevos the Infotek has made himself one of this esteemed company. An exile from House Van Saar, Sevos sought to merge his mind with the sacred STC, creating a synaptic-inload interface to extract his consciousness. Unfortunately for Sevos the STC rejected his attempts, leaving him shattered in both body and mind. His former brothers and sisters within the House of Artifice dumped his remains in the depths of the underhive, striking his true name from their records for his breaking of the Three Laws._ _While Sevos’ experiment might have failed to merge his mind with the STC, it did have unexpected results. While he lay in refuse, his body dying and his thoughts unravelling, he discovered he could see the electronic soul of the hive all around him. Not only could he see it, but he could also interact with its systems. Reaching out and taking control of a clade of maintenance servitors, he had the base creatures carry him to safety and bring nourishment for his failing body. Over cycles, he took control of more hive systems, using plundered tech to build himself a suspensor chair to carry his body and protect it from harm._ _It was not long before Sevos discovered that, in addition to manipulating nearby hive systems, he could also steal data secrets as they were transmitted along the electro highways of the towering city. Washing away any trace of his past, Sevos set himself up as a Whisper Merchant, growing rich from his trade in information. When the Great Darkness tore apart the social fabric of Necromunda, Sevos was one of the first to see it coming and took refuge in his underhive hideout, remotely manipulating events from the shadows. Later, when he heard the first whispers of the Prophet and the great pilgrimage that would follow, he saw an opportunity to fulfil his ambition to merge with the Van Saar STC… and take his revenge on the Clan that had left him to die._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="20"> ### 0-1 Slopper ![](slopper.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 5+ | 7+ | **Weapons:** [Fighting knife](/docs/armoury/close-combat#fighting-knife). **Special Rules:** Grub's Up. <details className=""> <summary>Special Rules</summary> **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. </details> <details className=""> <summary>Equipment</summary> A Slopper is armed with a fighting knife. </details> <details className="lore"> <summary>Lore</summary> _Food in the underhive rarely holds any joy. Most meals consist of corpse-starch or nutri-slime, supplemented with synth-fats and vitamin shots. As such, anyone who can produce ‘real’ food from the local flora and fauna can expect a steady stream of credits._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="90"> ### 0-2 Spyker _**Delaque Only**_ ![](spyker.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 6+ | 6+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ | **Skills:** A Spyker has no skills. **Equipment:** A Spyker carries no equipment. **Special Rules:** Flight, Part of the Crew, Non-sanctioned Psyker. <details className=""> <summary>Special Rules</summary> **Flight:** A Spyker ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. </details> <details className=""> <summary>Wyrd Powers</summary> A Spyker is a Psyker and knows the following Wyrd Powers: - **Psychic Scream (Basic):** Any enemy fighters within 3" of this Psyker must immediately pass a Nerve test, subtracting 1 from the result. Any enemy fighter that fails this test is immediately Broken and runs for cover. - **Psychic Assault (Basic):** Nominate an enemy fighter anywhere within 18" of this Psyker. The nominated fighter must immediately take a Willpower check. If the check is passed, the fighter is Pinned. If the test is failed, the fighter loses 1 Wound and is Pinned. If this reduces the fighter to 0 Wounds, roll one Injury dice and apply the result. - **Force Blast (Basic):** Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop at the edge and take an Initiative test for them. If the test is passed, they are placed prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall, or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. </details> <details> <summary>Optional Rules: The Confluence of Shadows</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. ::: During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in _Necromunda: House of Shadow_ (above). **Crush (Basic):** Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter's BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an injury dice and immediately apply the result against the fighter. **Witchfire (Double):** All enemy models within 3" of this fighter suffer a S5, D2, AP-1 hit as if from a weapon with the Blaze trait. **Mind Maze (Basic, Continuous):** Target a single Standing and Active enemy fighter that is both within 6" and line of sight of this fighter. The target must make an initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to kit. One additonal enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active. _Source: Apocrypha Necromunda: Sump City Sinking_ </details> <details className="lore"> <summary>Lore</summary> _Dosed up with concentrated Ghast solutions, an individual with a glimmer of psychic potential may be subjected to a forced ‘evolution’ by the Delaque. It is a process that can take months or years, the prospective Spyker strapped into a medicae harness as their body atrophies and their cranium expands. Those who don’t suffer catastrophic biological collapse or spontaneous (and fatal) cerebellum expansion, are conditioned by House Delaque to serve gang leaders._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="80"> ### 0-1 Tech Merchant **_Van Saar: 40 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Equipment:** A Tech-merchant may be armed with either a master-crafted laspistol or a mastercrafted las sub-carbine. **Special Rules:** Techno-Baubles, Friends in the Trade. <details className=""> <summary>Special Rules</summary> **Techno-baubles:** If a gang has a Tech-merchant, it may reduce the Rare and/or Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item instead becomes Common. **Friends in the Trade:** During every post-battle sequence, the cost of one item found in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum of 20 credits. </details> <details className="lore"> <summary>Lore</summary> _Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="50"> ### 0-3 Underhive Traders ![](underhive-traders.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 7+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** The Finest Merchandise, Specialist Product. <details> <summary>Special Rules</summary> **The Finest Merchandise:** Having an Underhive Trader around means the gang has access to all manner of goods. More importantly, they can use the Trader’s connections to find rare goods. An Underhive Trader can make the Trade action during the post-battle sequence just as if they were a Leader. **Specialist Product:** Most Underhive Traders have their own specialities and when hired on to the gang players must choose one of the following Trader types, gaining the additional benefits listed here: - **Relicmonger:** A purveyor of religious trinkets, a Relicmonger can adorn a gang’s fighters with blessed tokens – some of which might, very occasionally, actually do something. Once per battle, when a fighter with blessed tokens is Seriously Injured or taken Out of Action, roll a D6. On a result of 6, the fighter can ignore the result. - **Beastwrangler:** A procurer and tamer of Exotic Beasts, a Beastwrangler can train a gang’s exotic pets while they rest in the gang’s hideout. At the start of each campaign week, add 1 XP to each Exotic Beast in the gang. - **Gun-smyth:** Able to procure the best guns in the underhive, Gun-smyths are highly valued by gangs looking to gain an edge over their opponents. A gang that has a Gun-smyth can upgrade one ranged weapon purchased from the Trading Post or Black Market to have the Mater-crafted trait at no extra cost. Each Gun-smyth can do this once per post-battle sequence. - **Connected Trader:** A Connected Trader has spent a lifetime building up a web of contacts they can use to move items. If a gang has a Connected Trader then once per post-battle sequence for each Connected Trader they control, they may double the credits they gain for selling items in their Stash. In addition, they may freely trade credits and items in their Stash with other gangs participating in the same campaign; note that both gangs must agree in order for a trade to happen. </details> <details> <summary>Equipment</summary> - A Relicmonger is armed with a maul (club). - A Beastwrangler is armed with a laspistol. - A Gun-smyth is armed with a bolt pistol, stub pistol and shotgun. - A Connected Trader is armed with a master-crafted lasgun. </details> <details> <summary>Skills</summary> - A Relicmonger has the Fearsome skill. - A Beastwrangler has the Overseer skill. - A Gun-smyth has the Marksman skill. - A Connected Trader has the Savvy Trader skill. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is a world built upon commerce. From the lowliest clanner to the lords of the spire, goods are bought, sold or traded constantly. A canny trader can make their fortune if they know where to sell their wares, and the underhive is often a rich source of customers – whether it is for cheap ammo, exotic pets or even religious artefacts._ </details> _Source: Book of the Outcast_ </FighterCard> <FighterCard cost="60"> ### 0-1 Whisper Merchant **_Delaque: 30 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** Stub Gun. **Special Rules:** Useful Lies. <details> <summary>Special Rules</summary> **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. </details> <details className="lore"> <summary>Lore</summary> _Rumours aplenty can be found in the Hall of Lies in Hive Primus though, for the richest source of information, a gang should enlist its own Whisper Merchant. Professional rumour-mongers, these shadowy individuals deal in all kinds of truths, gathering juicy information on rivals but also more esoteric pieces of intel that might benefit the gang._ </details> _Source: House of Shadow_ </FighterCard> ## Outlaw Hangers-on <FighterCard cost="30"> ### 0-1 Agitator ![](agitator.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ | **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Agitator, Outlaw. <details> <summary>Special Rules</summary> A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want. **Outlaw:** An Agitator can only be hired by Outlaw gangs. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rile ‘em Up (Basic):** The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _Cults and criminals often use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread subversive rumours among the citizenry. These propagandists might be devout followers of the cult, but can equally be skilled orators and liars working for their own selfish ends._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="20"> ### 0-2 Arthromite Herder **_Ash Wastes Nomads only_** ![](ash-wastes-herder.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Hunters polearm | - | E | - | - | S+1 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Born to the Wastes. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Ash Cloak. **Special Rules:** Arthromite Whisperer, Training Program. <details> <summary>Special Rules</summary> **Arthromite Whisperer:** During the Post-battle Sequence a Nomad Arthromite Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite Duneskuttler is Critically Injured, it goes into Recovery; otherwise roll a D6, on a 3+ the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery. This cannot be performed in the same Post-battle Sequence as the Training Program ability. **Training Program:** During the Post-battle Sequence, a Nomad Arthromite Herder may attempt to train an Arthromite Duneskuttler; make an Intelligence test for the Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3 XP. This cannot be performed in the same Post-battle Sequence as the Arthromite Whisperer ability. </details> <details className="lore"> <summary>Lore</summary> _The Ash Waste Nomads have a strange affinity for the creatures of the wasteland, especially the Dustback Helamites that they ride into battle. More insidious than these surface-running creatures are the massive insects that live beneath the ground. Known commonly as Arthromites, these huge creatures often lie in wait for unwitting prey, burrowing under the surface of ash dunes and leaping to terrible life when a traveller or even a vehicle moves over it. The creature then overpowers their catch, tearing and biting before ultimately dragging it beneath the sand or ash._ _Even on their own an Arthromite can be more than a match for a human, and Nomad Arthromite herders will train these creatures to do their bidding. Clad in the discarded exoskeletons of their charges, an Arthromite herder is often accompanied by an Arthromite Duneskuttler – sending them charging toward their foes with little more than a gesture of their hunters polearm, the Duneskuttlers falling upon the hapless target seconds before the herder themself joins the fray. Though Duneskuttlers are by far from the most common insects to be found in the command of a herder, there are rumours of even larger more terrible beasts that they can control – with herders often travelling deep into the wastes and returning with horrors seldom seen in civilised lands._ </details> _Source: Book of the Outlands_ </FighterCard> <FighterCard cost="20"> ### 0-1 Cadaver Merchant | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Chainaxe. **Special Rules:** Cadaver Merchant, Outlaw. <details> <summary>Special Rules</summary> A gang with a Cadaver Merchant can sell their dead for profit. If a member of the gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury that is not healed by the doc, then they can be sold to the Cadaver Merchant for D3x10 credits. A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence. **Outlaw:** A Cadaver Merchant can only be hired by Outlaw gangs </details> <details className="lore"> <summary>Lore</summary> By Imperial writ the Corpse Guild lays claim to the dead of the hives. This ancient law does not, however, stop enterprising individuals from dealing in corpses, selling them on to rogue docs or other more nefarious individuals in need of human remains. And sometimes the bodies aren't quite dead yet… </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="30"> ### 0-1 Flagellator **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 6+ | 7+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Flail | - | E | - | +1 | S+1 | - | 1 | - | <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Special Rules:** Purification through Pain, Outlaw. <details> <summary>Special Rules</summary> **Purification through Pain:** During the pre-battle sequence, after setting up the battlefield but before choosing crews, a gang with a Flagellator may attempt to bring one of its fighters out of Recovery. The chosen fighter immediately makes a Toughness check. If this check is passed, the fighter leaves Recovery and may be included in the crew for this battle. However, this fighter begins the battle with one Flesh Wound. **Outlaw:** A Flagellator can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Purification through pain is a common belief of the Redemption, and gangs sometimes employ specialist flagellators to motivate and ‘heal’ their members. A wounded ganger, or one suffering from some underhive malady, may well forget their injuries and get back in the fight if staying in the gang’s hideout means regular whippings._ </details> _Source: House of Faith_ </FighterCard> <FighterCard cost="40"> ### 0-1 Heretek | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Grav gun or plasma gun. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Heretek, Outlaw. <details> <summary>Special Rules</summary> If a gang includes a Heretek then it can have them enhance one of the gang’s weapons before a game. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player. The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle. **Outlaw:** A Heretek can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Hereteks are reckless inventors who subvert the sacred teachings of the Adeptus Mechanicus. They tinker with weapons and wargear, often building their own devices using combinations of Imperial, xenos and archaeo-technologies. The results are often as dangerous to the wielder as they are to their enemies._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="70"> ### 0-1 Hive Preacher **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 5+ | 6+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Two-handed hammer | - | E | - | -1 | S+1 | - | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Special Rules:** Sermon, Part of the Crew, Outlaw. <details> <summary>Special Rules</summary> **Sermon:** A gang with a Hive Preacher may roll a D6 at the end of any pre-battle sequence and add this many Faith dice (see page 97) to their Faith dice pool. In addition, if a Hive Preacher is on the battlefield and not Seriously Injured, then they count as three fighters when determining the number of Cawdor fighters generating Faith dice in the End phase. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Outlaw:** A Hive Preacher can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Underhive settlements are filled with hivers claiming to be preachers and priests of the Imperial Creed, and the Redemption is no different. A Cawdor gang might attract one of these maniacal dome preachers, blessing them before battle, or simply wandering around their hideout spouting religious dogma and getting everyone riled up._ </details> </FighterCard> <FighterCard cost="25"> ### 0-1 Proxy | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Proxy, Outlaw. <details> <summary>Special Rules</summary> An Outlaw gang with a Proxy can sell captives to the Guilders and may use the Trading Post. However, each time they do so they must roll a D6, and on a result of 5+ the action fails. The gang can also attempt to make an Alliance with the Merchants Guild or the Imperial House. If it does, before the Alliance is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the gang’s roster, otherwise the Alliance is formed as normal. If an Outlaw gang is ever required to Test the Alliance with the Merchants Guild or the Imperial House then the Alliance is automatically ended without the need to roll. **Outlaw:** A Proxy can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Outlaws and cults are hunted gangs within the underhive, and cannot deal openly with the Guilders or the Imperial House for fear of retribution. Proxies are otherwise respectable underhivers with connections to nefarious organisations, and will willingly sell captives, buy goods or beguile allies in the name of an outlaw or cult gang._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="40"> ### 0-1 Scabber ![](scabber.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 8+ | 6+ | **Skills:** [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader). **Weapons:** Shotgun (solid & scatter). **Special Rules:** Scabber, Outlaw. <details> <summary>Special Rules</summary> When a gang with a Scabber sells a piece of Illegal equipment in the postbattle sequence, it gains the item’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Trade action in the post-battle sequence provided the gang is visiting the Black Market. **Outlaw:** A Scabber can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Even the roughest backwater settlement is wary of dealing in illegal goods lest the wrath of the Guilders fall upon it. This is where Scabbers come in; men and women willing to deal in anything that might turn a profit. Scabbers are also useful when it comes to procuring illegal equipment, as they often have connections with the Cold Trade._ </details> _Source: The Book of Judgement_ </FighterCard>
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# Vehicle Actions _Source: Necromunda Core Rulebook (2023)_ The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. #### Move (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap, they will [fall](/docs/the-rules/terrain#vehicles-and-falling)). - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Manoeuvre (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre at any point before, during or after its move. - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Operated trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. #### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Operated trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. #### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. #### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action this activation, apply a +1 modifier to any Hit rolls they make. #### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) applying a +1 modifier. #### Ram (Double) The vehicle moves as if making a Move (Simple) action, adding D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. #### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). #### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a -1 modifier. ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ### Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: #### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling test for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling test is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling test is failed, the vehicle refuses to restart and it remains Stationary and Stalled. #### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. #### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically and collision damage is worked out as normal. #### Fire All (Basic) (See previous Fire All entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/the-rules/resolve-hits-against-vehicles#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/general-principles/conditions#broken). A Broken vehicle is one that has lost its nerve; its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. #### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. #### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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# Vehicle Actions _Source: Necromunda Core Rulebook (2023)_ The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. #### Move (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap, they will [fall](/docs/the-rules/terrain#vehicles-and-falling)). - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Manoeuvre (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre at any point before, during or after its move. - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Operated trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. #### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Operated trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. #### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. #### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action this activation, apply a +1 modifier to any Hit rolls they make. #### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) applying a +1 modifier. #### Ram (Double) The vehicle moves as if making a Move (Simple) action, adding D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. #### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). #### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a -1 modifier. ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ### Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: #### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling test for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling test is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling test is failed, the vehicle refuses to restart and it remains Stationary and Stalled. #### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. #### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically and collision damage is worked out as normal. #### Fire All (Basic) (See previous Fire All entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/the-rules/resolve-hits-against-vehicles#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/general-principles/conditions#broken). A Broken vehicle is one that has lost its nerve; its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. #### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. #### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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prompt: Reply to this email positively in a professional way. email: {{context}} reply:
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✉️ Reply to Email positively 😄
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2024-06-13 20:34:24.508078
communication, email
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select the email and a positive reply will be generated
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getEmailPos
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prompt: Reply to this email positively in a professional way. email: {{context}} reply:
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# 83. Test of Faith _A gang tests the faith of its newest members._ **Source: House of Faith** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios provided here have been designed for House Cawdor gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Test of Faith lends itself well to multi-player games – where multiple gangs gather to test the strength of their newest members or even a gathering of Cawdor gangs fight each other to weed out the weakest believers among them. By contrast, Righteous Crusade can be used to represent any gang that has been charged with clearing out an area of the underhive, whether in the name of some unseen master, or perhaps in the employ of the Guilds, a criminal syndicate or some other underhive power. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Cawdor. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## The Unworthy _A gang tests the faith of its newest members._ Declare 3 Unworthy fighters from the attacking crew: - The 3 cheapest fighters (credit cost). - Not Leader or Champion. ## Trials Of Faith _The Unworthy must prove themselves during the battle._ There are 6 trials that can be completed by the Unworthy: 1. Perform a Coup de Grace (against an enemy). 1. Recover from being Seriously Injured. 1. Inflict a wound on an enemy Leader or Champion. 1. Take down an enemy Psyker (Seriously Injure or Out of Action). 1. Take down an enemy Brute (Seriously Injure or Out of Action). 1. Survive being ablaze for 3 consecutive rounds. Each trial can be completed multiple times. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All Unworthy are removed from the battlefield. - Completing 6 trials. ## Victory The attacker wins if completing 6 trials. Otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each Unworthy completing at least 1 trial. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - +D3+1 to the attacker if completing each individual trial (6 different). - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can almost always win by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the Unworthy from completing more trials. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Cawdor Scenario']
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# 83. Test of Faith _A gang tests the faith of its newest members._ **Source: House of Faith** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios provided here have been designed for House Cawdor gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Test of Faith lends itself well to multi-player games – where multiple gangs gather to test the strength of their newest members or even a gathering of Cawdor gangs fight each other to weed out the weakest believers among them. By contrast, Righteous Crusade can be used to represent any gang that has been charged with clearing out an area of the underhive, whether in the name of some unseen master, or perhaps in the employ of the Guilds, a criminal syndicate or some other underhive power. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Cawdor. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## The Unworthy _A gang tests the faith of its newest members._ Declare 3 Unworthy fighters from the attacking crew: - The 3 cheapest fighters (credit cost). - Not Leader or Champion. ## Trials Of Faith _The Unworthy must prove themselves during the battle._ There are 6 trials that can be completed by the Unworthy: 1. Perform a Coup de Grace (against an enemy). 1. Recover from being Seriously Injured. 1. Inflict a wound on an enemy Leader or Champion. 1. Take down an enemy Psyker (Seriously Injure or Out of Action). 1. Take down an enemy Brute (Seriously Injure or Out of Action). 1. Survive being ablaze for 3 consecutive rounds. Each trial can be completed multiple times. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All Unworthy are removed from the battlefield. - Completing 6 trials. ## Victory The attacker wins if completing 6 trials. Otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each Unworthy completing at least 1 trial. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - +D3+1 to the attacker if completing each individual trial (6 different). - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can almost always win by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the Unworthy from completing more trials. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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# Hangers-on and Brutes _Source: Necromunda Core Rulebook (2023)_ Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangerson and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-on and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 |
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# Hangers-on and Brutes _Source: Necromunda Core Rulebook (2023)_ Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangerson and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-on and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 |
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# Outcasts 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 | Cost | | :------------------------- | :--: | | Autogun | 15 | | + Reclaimed | 10 | | Lasgun | 15 | | Sawn-off shotgun (scatter) | 15 | | Shotgun (solid & scatter) | 30 | | Throwing knives | 10 | ## Pistols | Item | Cost | | :---------- | :--: | | Autopistol | 10 | | + Reclaimed | 5 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum | 5 | ## Close Combat Weapons | Item | Cost | | :------------------- | :--: | | Axe | 10 | | Chainsword | 25 | | Flail | 20 | | Fighting Knife | 10 | | Maul (club) | 10 | | Two-handed axe \* | 25 | | Two-handed hammer \* | 35 | ## Grenades | Item | Cost | | :--------------- | :--: | | Blasting charges | 35 | | Frag | 30 | | Krak | 45 | | Smoke | 15 | ## Armour | Item | Cost | | :----------------- | :--: | | Armoured undersuit | 25 | | Flak | 10 | | Hazard suit | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | ## Equipment | Item | Cost | | :------------ | :--: | | Drop rig | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | ## Weapon Attachments | Item | Cost | | :------------------------- | :--: | | Telescopic sight (P, B, S) | 25 |
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# Outcasts 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 | Cost | | :------------------------- | :--: | | Autogun | 15 | | + Reclaimed | 10 | | Lasgun | 15 | | Sawn-off shotgun (scatter) | 15 | | Shotgun (solid & scatter) | 30 | | Throwing knives | 10 | ## Pistols | Item | Cost | | :---------- | :--: | | Autopistol | 10 | | + Reclaimed | 5 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum | 5 | ## Close Combat Weapons | Item | Cost | | :------------------- | :--: | | Axe | 10 | | Chainsword | 25 | | Flail | 20 | | Fighting Knife | 10 | | Maul (club) | 10 | | Two-handed axe \* | 25 | | Two-handed hammer \* | 35 | ## Grenades | Item | Cost | | :--------------- | :--: | | Blasting charges | 35 | | Frag | 30 | | Krak | 45 | | Smoke | 15 | ## Armour | Item | Cost | | :----------------- | :--: | | Armoured undersuit | 25 | | Flak | 10 | | Hazard suit | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | ## Equipment | Item | Cost | | :------------ | :--: | | Drop rig | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | ## Weapon Attachments | Item | Cost | | :------------------------- | :--: | | Telescopic sight (P, B, S) | 25 |
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161
729
# 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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2024-06-13 20:34:24.508078
['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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729
401
### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20
ranged-weapon
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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['Lasgun - Hotshot']
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### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20
Unknown
Unknown
Unknown
Unknown
0
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# 100. The Beast _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes). ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Randomize a gang to choose a battlefield edge and set up the entire crew within 6". The opponent sets up within 6" of the opposite edge. ## The Beast Stirs _It doesn't pay to think too hard about what's living under all this ash…_ At the start of each round, each gang (starting with the gang with Priority) places 1 Beast's Lair anywhere at least 6" from a model. At the end of each round, remove all Beast's Lairs. ### The Beast's Lair Use the [Beast's Lair special rule](/docs/battlefield-setup/scenario-rules#the-beasts-lair). ## Ending the Battle The battle ends (at the end of any round) if max 1 gang remains. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - Win: D3x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 if surviving at least one Beast encounter. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles']
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# 100. The Beast _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes). ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Randomize a gang to choose a battlefield edge and set up the entire crew within 6". The opponent sets up within 6" of the opposite edge. ## The Beast Stirs _It doesn't pay to think too hard about what's living under all this ash…_ At the start of each round, each gang (starting with the gang with Priority) places 1 Beast's Lair anywhere at least 6" from a model. At the end of each round, remove all Beast's Lairs. ### The Beast's Lair Use the [Beast's Lair special rule](/docs/battlefield-setup/scenario-rules#the-beasts-lair). ## Ending the Battle The battle ends (at the end of any round) if max 1 gang remains. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - Win: D3x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 if surviving at least one Beast encounter. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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# 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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2024-06-13 20:34:24.508078
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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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2024-06-13 20:34:24.508078
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['Humiliated', 'Hand Injury']
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# 75. Target Practice _Two gangs test their ain in an Ammo-jack's bullet emporium._ **Source: White Dwarf, April 2021** ## Battlefield Standard. Should include some large open areas and numerous long-range firing lines where possible. ## Crews - Custom (5). ## Tactics Cards - None. ## Deployment Take turns (starting with the winner of a roll-off): - Deploy the entire crew 6” from the centre of the battlefield, each fighter 2” within another. An Ammo-jack is then placed between the gangs. ## Shoot Out _ The gangs test their aim in an Ammo-jack’s bullet emporium._ At the start of each round, each gang place the targets (markers) for the enemy gang on the battlefield. Starting the gang with priority, place 3 enemy targets as follows: - Within LOS and weapon range of at least 1 enemy fighter. Targets: - Can be attacked as fighter. - Benefits from cover. - Removed when hit. Score the following cumulative points per target hit: | Attribute | Score | | ---------------------------------------- | ----- | | Long range | 2 | | Partial cover | 1 | | Full Cover | 3 | | More than 24” away | 4 | | Per friendly fighter risking Stray Shots | 2 | Record the points per gang and per individual fighter. In each End phase, the gang with the highest points total can: - Move the Ammo-jack anywhere on the battlefield. - Count the Ammo-jack as a friendly fighter the next round. If a fighter attacks an enemy fighter: - The Ammo-jack is moved within 6” of the offending fighter and attacks the offending fighter. <FighterCard> ### Ammo-jack | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------------------------------------- | :-------------: | :--------------: | :-------------: | :------------: | :-------------: | :------------: | :------------: | :--------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Combat shotgun<br />- salvo<br />- shredder ammo | <br />4"<br />- | <br />12"<br />T | <br />+1<br />- | <br />-<br />- | <br /> 4<br />2 | <br />-<br />- | <br />2<br />1 | <br />4+<br />4+ | <br />- <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip><br />- <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Power hammer | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Power sword | - | E | - | - | S+1 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Boltgun _or_ combat shotgun (salvo & shredder), power hammer _or_ power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). :::danger House Rule (Necrodamus) Agree upon or randomize what weapons the Hangers-on has. ::: #### Special Rules Re-roll any failed Ammo tests if the result (before modifiers) is equal to or lower than the amount of Ammo-jacks. Does not have to take part in the battle for the bonus to apply, but must be available (not in Recovery, Captured etc). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield. - The Ammo-jack is attacked. - A gang reaches 50 points. ## Victory - The winner is the first gang to reach 50 points. - Any gang that attacked the Ammo-jack loses. - Otherwise it is a draw. ## Rewards #### Credits - 3D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter scoring 20+ points. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Hangers-on']
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# 75. Target Practice _Two gangs test their ain in an Ammo-jack's bullet emporium._ **Source: White Dwarf, April 2021** ## Battlefield Standard. Should include some large open areas and numerous long-range firing lines where possible. ## Crews - Custom (5). ## Tactics Cards - None. ## Deployment Take turns (starting with the winner of a roll-off): - Deploy the entire crew 6” from the centre of the battlefield, each fighter 2” within another. An Ammo-jack is then placed between the gangs. ## Shoot Out _ The gangs test their aim in an Ammo-jack’s bullet emporium._ At the start of each round, each gang place the targets (markers) for the enemy gang on the battlefield. Starting the gang with priority, place 3 enemy targets as follows: - Within LOS and weapon range of at least 1 enemy fighter. Targets: - Can be attacked as fighter. - Benefits from cover. - Removed when hit. Score the following cumulative points per target hit: | Attribute | Score | | ---------------------------------------- | ----- | | Long range | 2 | | Partial cover | 1 | | Full Cover | 3 | | More than 24” away | 4 | | Per friendly fighter risking Stray Shots | 2 | Record the points per gang and per individual fighter. In each End phase, the gang with the highest points total can: - Move the Ammo-jack anywhere on the battlefield. - Count the Ammo-jack as a friendly fighter the next round. If a fighter attacks an enemy fighter: - The Ammo-jack is moved within 6” of the offending fighter and attacks the offending fighter. <FighterCard> ### Ammo-jack | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------------------------------------- | :-------------: | :--------------: | :-------------: | :------------: | :-------------: | :------------: | :------------: | :--------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Combat shotgun<br />- salvo<br />- shredder ammo | <br />4"<br />- | <br />12"<br />T | <br />+1<br />- | <br />-<br />- | <br /> 4<br />2 | <br />-<br />- | <br />2<br />1 | <br />4+<br />4+ | <br />- <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip><br />- <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Power hammer | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Power sword | - | E | - | - | S+1 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Boltgun _or_ combat shotgun (salvo & shredder), power hammer _or_ power sword. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). :::danger House Rule (Necrodamus) Agree upon or randomize what weapons the Hangers-on has. ::: #### Special Rules Re-roll any failed Ammo tests if the result (before modifiers) is equal to or lower than the amount of Ammo-jacks. Does not have to take part in the battle for the bonus to apply, but must be available (not in Recovery, Captured etc). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield. - The Ammo-jack is attacked. - A gang reaches 50 points. ## Victory - The winner is the first gang to reach 50 points. - Any gang that attacked the Ammo-jack loses. - Otherwise it is a draw. ## Rewards #### Credits - 3D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter scoring 20+ points. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning.
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# 71. Deus Ex Machina _A cruel intelligence stirs deep within the underhive._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker & Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the attacker. Otherwise, the player whose gang has the lower rating is the attacker. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (10) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending The Battle The battle ends when only one gang has fighters remaining on the battlefield or when the fighter harbouring the Abominable Intelligence has been taken Out of Action and the Abominable Intelligence captured. ## Victory The attacker wins if, at the end of the battle, the Abominable Intelligence has been captured. The defender wins if, at the end of the battle, the attacker has no fighters remaining on the battlefield and the Abominable Intelligence has not been captured. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - If, at the end of the battle, the Abominable Intelligence has been captured, the fighter that captured it earns D3 XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## Ghost Of The Machine Spirit A single randomly determined fighter within the defender’s starting crew has been possessed by the Abominable Intelligence residing within a tech-trinket picked up as a curio from the local bazaar. The influence of this malign machine spirit improves each of this fighter’s characteristics by 1 (to a maximum of 1+ or 10, as appropriate) for the duration of this battle. In addition, this fighter may make a 5+ save roll against any attack made against them. This save cannot be modified by a weapon’s Armour Piercing value. However, only one save attempt can be made per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using this special rule. The player controlling the defending gang should place an appropriate marker on this fighter’s Fighter card, representing the tech-trinket. The identity of this fighter is known to the attackers at the start of the battle, and the attackers are hunting this fighter, certain that the machine spirit possessing them holds many secrets. To aid them, every member of the attacker’s starting crew has been equipped with a containment unit with which to capture the Abominable Intelligence. ## Capturing the Abominable Intelligence The attacker’s first priority is to take the possessed fighter Out of Action. Once this is done, the Abominable Intelligence can be captured. Should the possessed fighter be taken Out of Action, when the model is removed from play, replace it on the battlefield with the tech-trinket marker. This represents the tech-trinket harbouring the Abominable Intelligence being dropped by the downed fighter. Any member of the attacking gang that is within 1" of this marker can attempt to capture it using their containment device. To do so, the fighter makes the Operate Containment Device (Double) action and immediately makes an Intelligence check with a -2 modifier. If this check is passed, the fighter takes possession of the marker (place it on their Fighter card). If this check is failed, the marker remains on the battlefield. ## “That’s Ours!” Whilst the marker representing the tech-trinket lies on the battlefield and is not in the possession of a fighter, any member of the defending gang can pick it up. To do so, the fighter must be within 1" of the marker and must perform the Pick Up Techtrinket (Simple) action. Once a fighter has picked up the tech trinket, they become possessed by the Abominable Intelligence (as described above). The marker is placed on their Fighter card and they immediately become the focus of the attackers’ attention!
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Van Saar Scenario']
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# 71. Deus Ex Machina _A cruel intelligence stirs deep within the underhive._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker & Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the attacker. Otherwise, the player whose gang has the lower rating is the attacker. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (10) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending The Battle The battle ends when only one gang has fighters remaining on the battlefield or when the fighter harbouring the Abominable Intelligence has been taken Out of Action and the Abominable Intelligence captured. ## Victory The attacker wins if, at the end of the battle, the Abominable Intelligence has been captured. The defender wins if, at the end of the battle, the attacker has no fighters remaining on the battlefield and the Abominable Intelligence has not been captured. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - If, at the end of the battle, the Abominable Intelligence has been captured, the fighter that captured it earns D3 XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## Ghost Of The Machine Spirit A single randomly determined fighter within the defender’s starting crew has been possessed by the Abominable Intelligence residing within a tech-trinket picked up as a curio from the local bazaar. The influence of this malign machine spirit improves each of this fighter’s characteristics by 1 (to a maximum of 1+ or 10, as appropriate) for the duration of this battle. In addition, this fighter may make a 5+ save roll against any attack made against them. This save cannot be modified by a weapon’s Armour Piercing value. However, only one save attempt can be made per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using this special rule. The player controlling the defending gang should place an appropriate marker on this fighter’s Fighter card, representing the tech-trinket. The identity of this fighter is known to the attackers at the start of the battle, and the attackers are hunting this fighter, certain that the machine spirit possessing them holds many secrets. To aid them, every member of the attacker’s starting crew has been equipped with a containment unit with which to capture the Abominable Intelligence. ## Capturing the Abominable Intelligence The attacker’s first priority is to take the possessed fighter Out of Action. Once this is done, the Abominable Intelligence can be captured. Should the possessed fighter be taken Out of Action, when the model is removed from play, replace it on the battlefield with the tech-trinket marker. This represents the tech-trinket harbouring the Abominable Intelligence being dropped by the downed fighter. Any member of the attacking gang that is within 1" of this marker can attempt to capture it using their containment device. To do so, the fighter makes the Operate Containment Device (Double) action and immediately makes an Intelligence check with a -2 modifier. If this check is passed, the fighter takes possession of the marker (place it on their Fighter card). If this check is failed, the marker remains on the battlefield. ## “That’s Ours!” Whilst the marker representing the tech-trinket lies on the battlefield and is not in the possession of a fighter, any member of the defending gang can pick it up. To do so, the fighter must be within 1" of the marker and must perform the Pick Up Techtrinket (Simple) action. Once a fighter has picked up the tech trinket, they become possessed by the Abominable Intelligence (as described above). The marker is placed on their Fighter card and they immediately become the focus of the attackers’ attention!
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# Basic Weapons ## Trading Post ### [[Arc Rifle]] _This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 | ### [[Autogun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 | ### [[Boltgun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8 | 55 | | - Gas shells | 12" | 24" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - Shatter shells | 12" | 24" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | | | | | | | | | | | | | | | | | | | | | | | | | | | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55 ### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20 ### Kroot Long Rifle _The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Kroot long rife | | | | | | | | | | R10 | 30 | | - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | ### Rak'Gol Razor Gun _The Rak’Gol are a cybernetic reptilian race of pirates and scavengers who plague the space lanes of the Imperium. The Razor Gun typifies their cruel kind, firing a cloud of haemo-seeking reactive shards that are drawn to warm-blooded creatures. When these shards find flesh, they burrow towards the organs of their target, leaving horrific injuries in their wake._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Rak’Gol razor gun | 6" | 20" | - | -1 | - | -2 | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | I11 | 60 | ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25 ### Sling Gun _The sling gun is an advanced alien assault weapon of mysterious origins. Propelled by a gravitic accelerator, the sling gun fires a furious burst of monofilament discs at its target. Each one of these razor sharp projectiles can easily cut through armour and flesh, often reducing their victim to a crimson mist in mere moments._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Sling gun | 6" | 12" | +2 | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 55 | ### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 | ### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5 ### Warpstorm Bolter _Infused with daemonic energies, the warpstorm bolter combines the brutality of a bolt weapon with the corrupting power of the Immaterium. Reputed to be a favoured weapon of the Heretic Astartes, merely possessing one is an act of high treason, not to mention putting the user’s immortal soul in untold peril._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | ---- | | Warpstorm bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | I10 | 60 | ## Exclusive ### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | | | | | | | | | | | | | | | | | | | | | | | | | | | ^ Not in the 2023 Core Rules ### Blast Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 25 Credits ### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits ### Blunderbuss | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blunderbuss - grape shot | T | - | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 40 | | -Purgation shot | T | - | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 35 | | -Emperor’s Wrath | 8" | 12" | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | \* | 10 | \* House Cawdor only ### Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | -Gunk | 12" | 24" | - | -1 | 4 | - | 1 | 5+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | C^ | 15 | | -Penetrator | 12" | 24" | +1 | - | 4 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | \* Palanite Enforcers only ### Cawdor Charger | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | ----------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | - charger | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="lance">Lance</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - with autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | - with blunderbuss (grape shot) | - | T | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with blunderbuss (purgation shot) | - | T | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> , <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with flamer | - | T | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - phosphor | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | R8^ | 10 | | -&nbsp;plantbuster | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - rad | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 25 | ### Enforcer Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------- | :-: | :--: | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 50 | \* Palanite & Badzone Enforcers only ### Las Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Las carbine | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 20 | \* House Van Saar only <!-- ### Mutie Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | :-: | :--: | | Mutie Bow | 9" | 18" | - | -1 | 2 | +1 | 1 | - | - | --> ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | - Acid rounds | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 15 | | - Executioner | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9^ | 20 | | - Inferno | 4" | 16" | +1 | - | 4 | - | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8^ | 15 | | - Phosphor | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | | - Retributor | 4" | 8" | +1 | - | 4 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \*\* | 2- | \* House Escher only \*\* House Cawdor only ### Stub Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Stub cannon | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* | 20 | | - static | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9^ | 10 | | - warp | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10^ | 15 | <!-- | + Custom (Djangar ‘Gunfists’) | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | --> \* House Goliath only ### Suppression Laser | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | ~ Broad burst | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | ~ Short burst | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | \* | 40 | \* House Van Saar only ### Wyld Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Wyld Bow | 9" | 18" | - | -1 | 3 | - | 1 | 4+ | <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 10 | | - Poison (arrows) | 9" | 18" | - | -1 | - | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 25 | | - Explosive (arrows) | 9" | 18" | - | -1 | 2 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | | - Acid (arrows) | 9" | 18" | - | -1 | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 20 | \* House Escher only
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# Basic Weapons ## Trading Post ### [[Arc Rifle]] _This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 | ### [[Autogun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 | ### [[Boltgun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8 | 55 | | - Gas shells | 12" | 24" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - Shatter shells | 12" | 24" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | | | | | | | | | | | | | | | | | | | | | | | | | | | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55 ### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20 ### Kroot Long Rifle _The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Kroot long rife | | | | | | | | | | R10 | 30 | | - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | ### Rak'Gol Razor Gun _The Rak’Gol are a cybernetic reptilian race of pirates and scavengers who plague the space lanes of the Imperium. The Razor Gun typifies their cruel kind, firing a cloud of haemo-seeking reactive shards that are drawn to warm-blooded creatures. When these shards find flesh, they burrow towards the organs of their target, leaving horrific injuries in their wake._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Rak’Gol razor gun | 6" | 20" | - | -1 | - | -2 | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | I11 | 60 | ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25 ### Sling Gun _The sling gun is an advanced alien assault weapon of mysterious origins. Propelled by a gravitic accelerator, the sling gun fires a furious burst of monofilament discs at its target. Each one of these razor sharp projectiles can easily cut through armour and flesh, often reducing their victim to a crimson mist in mere moments._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Sling gun | 6" | 12" | +2 | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 55 | ### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 | ### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5 ### Warpstorm Bolter _Infused with daemonic energies, the warpstorm bolter combines the brutality of a bolt weapon with the corrupting power of the Immaterium. Reputed to be a favoured weapon of the Heretic Astartes, merely possessing one is an act of high treason, not to mention putting the user’s immortal soul in untold peril._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | ---- | | Warpstorm bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | I10 | 60 | ## Exclusive ### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | | | | | | | | | | | | | | | | | | | | | | | | | | | ^ Not in the 2023 Core Rules ### Blast Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 25 Credits ### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits ### Blunderbuss | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blunderbuss - grape shot | T | - | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 40 | | -Purgation shot | T | - | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 35 | | -Emperor’s Wrath | 8" | 12" | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | \* | 10 | \* House Cawdor only ### Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | -Gunk | 12" | 24" | - | -1 | 4 | - | 1 | 5+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | C^ | 15 | | -Penetrator | 12" | 24" | +1 | - | 4 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | \* Palanite Enforcers only ### Cawdor Charger | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | ----------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | - charger | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="lance">Lance</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - with autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | - with blunderbuss (grape shot) | - | T | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with blunderbuss (purgation shot) | - | T | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> , <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with flamer | - | T | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - phosphor | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | R8^ | 10 | | -&nbsp;plantbuster | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - rad | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 25 | ### Enforcer Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------- | :-: | :--: | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 50 | \* Palanite & Badzone Enforcers only ### Las Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Las carbine | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 20 | \* House Van Saar only <!-- ### Mutie Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | :-: | :--: | | Mutie Bow | 9" | 18" | - | -1 | 2 | +1 | 1 | - | - | --> ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | - Acid rounds | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 15 | | - Executioner | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9^ | 20 | | - Inferno | 4" | 16" | +1 | - | 4 | - | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8^ | 15 | | - Phosphor | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | | - Retributor | 4" | 8" | +1 | - | 4 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \*\* | 2- | \* House Escher only \*\* House Cawdor only ### Stub Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Stub cannon | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* | 20 | | - static | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9^ | 10 | | - warp | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10^ | 15 | <!-- | + Custom (Djangar ‘Gunfists’) | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | --> \* House Goliath only ### Suppression Laser | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | ~ Broad burst | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | ~ Short burst | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | \* | 40 | \* House Van Saar only ### Wyld Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Wyld Bow | 9" | 18" | - | -1 | 3 | - | 1 | 4+ | <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 10 | | - Poison (arrows) | 9" | 18" | - | -1 | - | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 25 | | - Explosive (arrows) | 9" | 18" | - | -1 | 2 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | | - Acid (arrows) | 9" | 18" | - | -1 | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 20 | \* House Escher only
Unknown
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0
0
0
0
0
0
0
0
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# Scrap Skiff _As countless gangers, mutants and outcasts have discovered, pretty much anything that floats can be turned into a Scrap Skiff. Often little more than a raft of old promethium barrels lashed to a rusted piece of dome plating, a Scrap Skiff can make for a serviceable craft, some even armoured and armed enough to make dangerous, if ramshackle, pirate vessels. And, of course, it is better than swimming…_ <VehicleCard cost="45"> ## Scrap Skiff <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 8” | 3 | 3 | 3 | 1 | 6+ | 5+ | </div> **Locomotion:** Waterborne. **Weapon Hardpoints:** A Scrap Skiff has 1 Weapon Hardpoint as standard. #### 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 for this vehicle, double the credit cost of any repairs. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 1 | 2 | </VehicleCard> ## Equipment A Scrap Skiff may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Scrap Skiff equipment list. - During the course of a campaign, a Scrap Skiff may be fitted with additional vehicle Wargear from the Scrap Skiff equipment list, the Trading Post and the Black Market. - During the course of a campaign, a Scrap Skiff may be fitted with additional vehicle Upgrades from the Scrap Skiff equipment list. - During the course of a campaign, a Scrap Skiff can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post and the Black Market. ## Scrap Skiff Equipment List ### Vehicle Upgrades | Vehicle Upgrades | Credits | | :--------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Weapons stash | 20 | | **Drive Upgrades** | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Gas promethium engine | 25 | | Glys injector | 20 | ### Weapons | Weapons | Credits | | :------------------------------------------- | ------- | | **Basic** | | Autogun | 15 | | **Special** | | Grenade launcher with frag and krak grenades | 65 | | **Heavy** | | Harpoon launcher | 100 | | Heavy stubber | 130 | ### Vehicle Wargear | Wargear | Credits | | :----------------------- | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 |
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2024-06-13 20:34:24.508078
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# Scrap Skiff _As countless gangers, mutants and outcasts have discovered, pretty much anything that floats can be turned into a Scrap Skiff. Often little more than a raft of old promethium barrels lashed to a rusted piece of dome plating, a Scrap Skiff can make for a serviceable craft, some even armoured and armed enough to make dangerous, if ramshackle, pirate vessels. And, of course, it is better than swimming…_ <VehicleCard cost="45"> ## Scrap Skiff <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 8” | 3 | 3 | 3 | 1 | 6+ | 5+ | </div> **Locomotion:** Waterborne. **Weapon Hardpoints:** A Scrap Skiff has 1 Weapon Hardpoint as standard. #### 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 for this vehicle, double the credit cost of any repairs. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 1 | 2 | </VehicleCard> ## Equipment A Scrap Skiff may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Scrap Skiff equipment list. - During the course of a campaign, a Scrap Skiff may be fitted with additional vehicle Wargear from the Scrap Skiff equipment list, the Trading Post and the Black Market. - During the course of a campaign, a Scrap Skiff may be fitted with additional vehicle Upgrades from the Scrap Skiff equipment list. - During the course of a campaign, a Scrap Skiff can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post and the Black Market. ## Scrap Skiff Equipment List ### Vehicle Upgrades | Vehicle Upgrades | Credits | | :--------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Weapons stash | 20 | | **Drive Upgrades** | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Gas promethium engine | 25 | | Glys injector | 20 | ### Weapons | Weapons | Credits | | :------------------------------------------- | ------- | | **Basic** | | Autogun | 15 | | **Special** | | Grenade launcher with frag and krak grenades | 65 | | **Heavy** | | Harpoon launcher | 100 | | Heavy stubber | 130 | ### Vehicle Wargear | Wargear | Credits | | :----------------------- | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 |
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### 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.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If the hit roll for an attack made with a Disarm weaponis a natural 6, the target cannot use any weaponswhen making Reaction attacks for the remainder ofthat round – they make unarmed attacks instead.
necrovox
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### 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.
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# Bionics _Source: Necromunda Core Rulebook (2023)_ Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced. ## Mundane Bionics Should a fighter suffer any Lasting Injury as a result of going Out of Action which permanently reduces one or more of their characteristics, the injured body part may be replaced with a bionic prosthesis, thus restoring some degree of lost function. The price of getting a Doc to install the bionic is included in its cost. All Mundane bionics will increase one of the characteristics listed in their description by +1, thus negating part or all of the effect of the Lasting Injury. **Multiple Characteristics:** Players should note that some Lasting Injuries only cause one characteristic to be decreased whilst other Lasting Injuries cause two characteristics to be decreased. Where a Lasting Injury causes two characteristics to be decreased, the bionic will give a choice of which characteristic is improved. If a fighter wishes to rectify two characteristic decreases caused by a Lasting Injury, they should look at purchasing an Improved bionic (as follows). They cannot purchase two Mundane bionics in order to rectify the effects of a single Lasting Injury. ## Improved Bionics As with Mundane bionics, any fighter that has suffered a Lasting Injury as a result of going Out of Action which permanently reduces two of their characteristics may replace the injured body part with Improved bionics. Improved bionics may be bought from the Trading Post in the same way as other items, provided that their Availability level has been met. The price of getting a Doc to install the bionic is included in its cost. All Improved bionics exist to allow a fighter that has suffered a Lasting Injury that decreases two characteristics to increase both at the same time, for a higher cost. Consequently, Lasting Injuries that only cause one characteristic to be decreased do not have the Improved bionics option. **Characteristic Increases & Bionics:** If a characteristic has been increased since the injury was sustained as a result of any Advancements, any bionics purchased (Mundane and Improved) may still increase the characteristic by 1 but may not take any characteristics beyond the maximum characteristics. **Bionics & Recovery:** If a fighter is In Recovery when bionics are purchased, they will remain In Recovery as described in the campaign rules. Purchasing bionics does not negate the need to recover from an injury, even if the bionics mitigate the long-term effects. ## Damaged Bionics When a fighter takes a fresh Lasting Injury to a location previously injured and subsequently replaced with bionics, there is a chance that their bionics will save them from further harm, taking only minor damage that can easily be repaired. Roll a D6. On a 1-3, the Lasting Injury is applied as normal (perhaps a fighter with a bionic left leg has sustained a similar injury to their right leg, for example). On a 4+, the bionics are hit and the effects of the Lasting Injury are ignored. However, if hit, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics are scratched and dented but suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and the previous benefits of the bionics are lost, meaning that any characteristic increases granted by the bionics are also lost. ## List of Bionics ### Lobo Chip **(Humiliated Lasting Injury Table Result)** _The underhive is dangerous and more than enough to break the mind of a ganger. Some fighters choose to get a lobo chip hammered into their cranium, diminishing their emotions to a dull murmur._ **Mundane:** _20 credits – Rare (11)_ Increase either the fighter’s Leadership or Cool by +1. **Improved:** _45 credits – Rare (12)_ Increase both the fighter’s Leadership and Cool by +1. ### Cortex-Cogitator **(Head Injuries Lasting Injury Table Result)** _A spinal thought-shunt, the cortex-cogitator enhances or repairs a fighter’s reasoning processes and mental fortitude._ **Mundane:** _15 credits – Rare (11)_ Increase either the fighter’s Intelligence or Willpower by +1. **Improved:** _30 credits – Rare (12)_ Increase both the fighter’s Intelligence and Willpower by +1. ### Bionic Eye **(Eye Injuries Lasting Injury Table Result)** _From bespoke models crafted to match a user’s own natural organs, to crude hatchet jobs prised from the ocular sockets of smashed servo-skulls, bionic eyes restore sight._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Ballistic Skill is increased by +1. ### Bionic Arm **(Hand Injuries Lasting Injury Table Result)** _A good bionic arm is another weapon in its user’s arsenal, able to both replace the function of an arm but also act as a handy club._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Weapon Skill is increased by +1. ### Bionic Leg **(Hobbled Lasting Injury Table Result)** _At its most basic, a bionic leg replaces the function of a flesh and blood limb, whether cobbled together from old servitor bits or crafted from advanced materials._ **Mundane:** _25 credits – Rare (12)_ The fighter’s Movement is increased by +1". ### Skeletal Enhancers **(Spinal Injury Lasting Injury Table Result)** _Skeletal enhancers repair damage and function to a fighter’s strength, hardening bone and muscle with servo-assisted overlays or hydraulic body-rigs._ **Mundane:** _70 credits – Rare (13)_ The fighter’s Strength is increased by +1. ### Aortic Supercharger **(Enfeebled Lasting Injury Table Result)** _An aortic supercharger increases heart and organ function, granting a fighter exceptional stamina and the ability to shrug off injury._ **Mundane:** _65 credits – Rare (13)_ The fighter’s Toughness is increased by +1.
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# Bionics _Source: Necromunda Core Rulebook (2023)_ Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced. ## Mundane Bionics Should a fighter suffer any Lasting Injury as a result of going Out of Action which permanently reduces one or more of their characteristics, the injured body part may be replaced with a bionic prosthesis, thus restoring some degree of lost function. The price of getting a Doc to install the bionic is included in its cost. All Mundane bionics will increase one of the characteristics listed in their description by +1, thus negating part or all of the effect of the Lasting Injury. **Multiple Characteristics:** Players should note that some Lasting Injuries only cause one characteristic to be decreased whilst other Lasting Injuries cause two characteristics to be decreased. Where a Lasting Injury causes two characteristics to be decreased, the bionic will give a choice of which characteristic is improved. If a fighter wishes to rectify two characteristic decreases caused by a Lasting Injury, they should look at purchasing an Improved bionic (as follows). They cannot purchase two Mundane bionics in order to rectify the effects of a single Lasting Injury. ## Improved Bionics As with Mundane bionics, any fighter that has suffered a Lasting Injury as a result of going Out of Action which permanently reduces two of their characteristics may replace the injured body part with Improved bionics. Improved bionics may be bought from the Trading Post in the same way as other items, provided that their Availability level has been met. The price of getting a Doc to install the bionic is included in its cost. All Improved bionics exist to allow a fighter that has suffered a Lasting Injury that decreases two characteristics to increase both at the same time, for a higher cost. Consequently, Lasting Injuries that only cause one characteristic to be decreased do not have the Improved bionics option. **Characteristic Increases & Bionics:** If a characteristic has been increased since the injury was sustained as a result of any Advancements, any bionics purchased (Mundane and Improved) may still increase the characteristic by 1 but may not take any characteristics beyond the maximum characteristics. **Bionics & Recovery:** If a fighter is In Recovery when bionics are purchased, they will remain In Recovery as described in the campaign rules. Purchasing bionics does not negate the need to recover from an injury, even if the bionics mitigate the long-term effects. ## Damaged Bionics When a fighter takes a fresh Lasting Injury to a location previously injured and subsequently replaced with bionics, there is a chance that their bionics will save them from further harm, taking only minor damage that can easily be repaired. Roll a D6. On a 1-3, the Lasting Injury is applied as normal (perhaps a fighter with a bionic left leg has sustained a similar injury to their right leg, for example). On a 4+, the bionics are hit and the effects of the Lasting Injury are ignored. However, if hit, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics are scratched and dented but suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and the previous benefits of the bionics are lost, meaning that any characteristic increases granted by the bionics are also lost. ## List of Bionics ### Lobo Chip **(Humiliated Lasting Injury Table Result)** _The underhive is dangerous and more than enough to break the mind of a ganger. Some fighters choose to get a lobo chip hammered into their cranium, diminishing their emotions to a dull murmur._ **Mundane:** _20 credits – Rare (11)_ Increase either the fighter’s Leadership or Cool by +1. **Improved:** _45 credits – Rare (12)_ Increase both the fighter’s Leadership and Cool by +1. ### Cortex-Cogitator **(Head Injuries Lasting Injury Table Result)** _A spinal thought-shunt, the cortex-cogitator enhances or repairs a fighter’s reasoning processes and mental fortitude._ **Mundane:** _15 credits – Rare (11)_ Increase either the fighter’s Intelligence or Willpower by +1. **Improved:** _30 credits – Rare (12)_ Increase both the fighter’s Intelligence and Willpower by +1. ### Bionic Eye **(Eye Injuries Lasting Injury Table Result)** _From bespoke models crafted to match a user’s own natural organs, to crude hatchet jobs prised from the ocular sockets of smashed servo-skulls, bionic eyes restore sight._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Ballistic Skill is increased by +1. ### Bionic Arm **(Hand Injuries Lasting Injury Table Result)** _A good bionic arm is another weapon in its user’s arsenal, able to both replace the function of an arm but also act as a handy club._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Weapon Skill is increased by +1. ### Bionic Leg **(Hobbled Lasting Injury Table Result)** _At its most basic, a bionic leg replaces the function of a flesh and blood limb, whether cobbled together from old servitor bits or crafted from advanced materials._ **Mundane:** _25 credits – Rare (12)_ The fighter’s Movement is increased by +1". ### Skeletal Enhancers **(Spinal Injury Lasting Injury Table Result)** _Skeletal enhancers repair damage and function to a fighter’s strength, hardening bone and muscle with servo-assisted overlays or hydraulic body-rigs._ **Mundane:** _70 credits – Rare (13)_ The fighter’s Strength is increased by +1. ### Aortic Supercharger **(Enfeebled Lasting Injury Table Result)** _An aortic supercharger increases heart and organ function, granting a fighter exceptional stamina and the ability to shrug off injury._ **Mundane:** _65 credits – Rare (13)_ The fighter’s Toughness is increased by +1.
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# Goliath Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder \* | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Heavy bolter \* | 160 | - | 160 | - | - | - | - | - | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | - | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon \* | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) \* | 165 | - | 165 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) \* | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw \* | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired \* | - | 50 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe \* | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired \* | - | 25 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe \* | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer \* | 35 | (35) | 35 | 35 | (35) | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for ‘Zerker are upgrades and replace existing weapons. ::: ## Goliath Mauler This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | -------------------- | ------- | | **Basic Weapons** | | Bolter (twin-linked) | 65 | | **Special Weapons** | | Twin-linked | 75 | ### Vehicle Upgrades ### Body Upgrades | Item | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Extra armour | 25 | | **Drive Upgrades** | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Glys injector | 20 | ### Wargear | Item | Credits | | ------------------------ | ------- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | ## Goliath Vehicle Equipment List All vehicles in a Goliath gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Stub cannon | 20 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter | 160 | | ‘Krumpa’ rivet cannon | 70 | | Missile launcher (with frag & krak missiles) | 165 | | Multi-melta | 180 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Goliath Equipment List Legend | Symbol | Meaning | | :----: | :------------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder \* | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Heavy bolter \* | 160 | - | 160 | - | - | - | - | - | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | - | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon \* | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) \* | 165 | - | 165 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) \* | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw \* | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired \* | - | 50 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe \* | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired \* | - | 25 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe \* | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer \* | 35 | (35) | 35 | 35 | (35) | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for ‘Zerker are upgrades and replace existing weapons. ::: ## Goliath Mauler This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | -------------------- | ------- | | **Basic Weapons** | | Bolter (twin-linked) | 65 | | **Special Weapons** | | Twin-linked | 75 | ### Vehicle Upgrades ### Body Upgrades | Item | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Extra armour | 25 | | **Drive Upgrades** | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Glys injector | 20 | ### Wargear | Item | Credits | | ------------------------ | ------- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | ## Goliath Vehicle Equipment List All vehicles in a Goliath gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Stub cannon | 20 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter | 160 | | ‘Krumpa’ rivet cannon | 70 | | Missile launcher (with frag & krak missiles) | 165 | | Multi-melta | 180 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Tournaments :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: - Using Skirmish rules. - Resurrection: No Lasting Injuries. - First round is random, later rounds uses Swiss draw. ## Tournament Scoring Each individual battle is won as determined by the scenario. The points scored are as follows: - Win: 3 points - Draw: 1 point - Loss: 0 points Bonus points may be awarded if certain criteria are met. For example if winning by a large margin, the winner gains +1 point, or if only winning by a minor margin, the loser may gain +1 point. Further bonuses may be awarded for taking Captives, as this is an integral part of campaign play and should be recognised in tournament play. For example award +1 point whenever they take an enemy fighter Captive. Use Reputation and Wealth as tiebreakers. ## Campaign Events Feel free to add Campaign events for less competitive tournaments. ### House War Gangs of the same type are grouped together, adding requirements to matchups to ensure no gang of the same type fights each other. ### Map-Based Event Another option, and an expansion of the above, might be to group gangs into different clans who control a map. Over the course of the event, a clan’s territory can shrink or grow based on its member’s wins and losses. ## Example Rules Packs In addition to the examples below, a rules pack should detail any special rules, scenarios to be used each round, scoring system and tiebreakers. ### One-day Events - 1250 credits. - Use Campaign House Lists. - 8-12 fighters. - 3 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (9) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 0 Reputation (this means only 1 Hangers-on per gang). - Choose 5 Primary skills to distribute between your fighters. No fighter may be given more than 1 skill, except the leader (can have a total of 2 skills including the 1 free skill when recruited). - Choose 2 fighters in the gang to be given a single characteristic increase. ### Two-day Events - 1750 credits. - Use Campaign House Lists. - 10-20 fighters. - 4 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (11) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 10 Reputation (this means only 3 Hangers-on per gang). - Choose 5 Primary skills and 1 Secondary skill to distribute between your fighters. No fighter may be given more than 2 skills, except the leader (can have a total of 3 skills including the 1 free skill when recruited). - Choose 3 fighters in the gang to be given a single characteristic increase. This may not be a fighter who has two skills.
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# Tournaments :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: - Using Skirmish rules. - Resurrection: No Lasting Injuries. - First round is random, later rounds uses Swiss draw. ## Tournament Scoring Each individual battle is won as determined by the scenario. The points scored are as follows: - Win: 3 points - Draw: 1 point - Loss: 0 points Bonus points may be awarded if certain criteria are met. For example if winning by a large margin, the winner gains +1 point, or if only winning by a minor margin, the loser may gain +1 point. Further bonuses may be awarded for taking Captives, as this is an integral part of campaign play and should be recognised in tournament play. For example award +1 point whenever they take an enemy fighter Captive. Use Reputation and Wealth as tiebreakers. ## Campaign Events Feel free to add Campaign events for less competitive tournaments. ### House War Gangs of the same type are grouped together, adding requirements to matchups to ensure no gang of the same type fights each other. ### Map-Based Event Another option, and an expansion of the above, might be to group gangs into different clans who control a map. Over the course of the event, a clan’s territory can shrink or grow based on its member’s wins and losses. ## Example Rules Packs In addition to the examples below, a rules pack should detail any special rules, scenarios to be used each round, scoring system and tiebreakers. ### One-day Events - 1250 credits. - Use Campaign House Lists. - 8-12 fighters. - 3 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (9) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 0 Reputation (this means only 1 Hangers-on per gang). - Choose 5 Primary skills to distribute between your fighters. No fighter may be given more than 1 skill, except the leader (can have a total of 2 skills including the 1 free skill when recruited). - Choose 2 fighters in the gang to be given a single characteristic increase. ### Two-day Events - 1750 credits. - Use Campaign House Lists. - 10-20 fighters. - 4 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (11) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 10 Reputation (this means only 3 Hangers-on per gang). - Choose 5 Primary skills and 1 Secondary skill to distribute between your fighters. No fighter may be given more than 2 skills, except the leader (can have a total of 3 skills including the 1 free skill when recruited). - Choose 3 fighters in the gang to be given a single characteristic increase. This may not be a fighter who has two skills.
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1,218
91
### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits
ranged-weapon
Blast Rifle
Unknown
long-rifle
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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*
['[[shock]]']
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['Lasgun - Focusing Crystal']
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### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits
Unknown
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Unknown
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91
897
# Chems :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Chem Suppliers Chems are bought as single doses and can only be used once. After buying the first item of a specific chem, the gang has found a supplier for that chem, and it now counts as having a Legality/Rarity of Common. After buying chems, roll a 2+ for each type, or the supply has run out (or, more likely, the supplier has been killed!), it is no longer automatically Common and must be bought using the original Legality/Rarity as normal. #### Duration - Lasts for the duration of a single battle (unless otherwise noted). - Can be used before the battle begins, or during the battle by performing the Use Chem (Simple) action. #### Mixing Chems When taking a chem while already under the effect of a different chem, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (including the one just taken), a bad reaction has occurred. Immediately go Out of Action and Into Recovery (no Lasting Injury roll). If multiple chems are taken before the battle, make this test at the start of the first activation. ## List of Chems ### Frenzon Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range. #### After the Battle Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### Ghast Roll a D6:<br /> **1:** Insanity.<br /> **2-5:** A random psychic power.<br /> **6:** Insanity and a random psychic power. <br /> Random psychic power (from this list or any universal discipline):<br /> **1:** Assail (Basic)<br /> **2:** Flame Blast (Basic), Continuous Effect<br /> **3:** Freeze Time (Double)<br /> **4:** Weapon Jinx (Simple)<br /> **5:** Terrify (Double)<br /> **6:** Quickening (Basic), Continuous Effect #### After the Battle Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles. ### Icrotic Slime Pass a characteristic test for each of the following to gain the increase: - +D3” Movement - +D3 Strength - +D3 Toughness - +D3 Initiative - +D3 Attacks - +D3 Cool Reduce the following characteristics (unless already worse): - 10+ Leadership - 10+ Intelligence - 10+ Willpower #### After the Battle Roll 2D6: **2:** Immediately killed.<br /> **3-11:** Into Recovery.<br /> **12:** Suffer a Lasting Injury roll (re-roll 61-66). ### Kalma Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect. ### Obscura Can be given to captives during the Rescue scenario. - D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. - All weapons gain Reckless. A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. #### After the Battle Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### ‘Slaught - 2+ WS - 2+ Initiative - +1 Attack #### After the Battle Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): - 5+ WS - 5+ Initiative - 1 Attack If taking a new dose, the effects are reduced (no bonus to attacks): - 3+ WS - 3+ Initiative Shake the addition by going into Recovery. ### Spur - +2” Movement. - 2+ Initiative In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. ### Stinger Mould Must be used after suffering a Lasting Injury roll (other than Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned). #### After the Battle Alternatively, after the battle, roll a 5+ to remove an existing Lasting Injury. ## Chem Effects <table> <thead> <tr> <th>Type</th> <th>Effect</th> <th>Consequence (after the battle)</th> </tr> </thead> <tbody> <tr> <td>Frenzon</td> <td>Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range.</td> <td>Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>Ghast</td> <td> Roll a D6:<br /> 1: Insanity.<br /> 2-5: A random psychic power.<br /> 6: Insanity and a random psychic power.<br /><br /> Random psychic power (from this list or any universal discipline):<br /> 1: Assail (Basic)<br /> 2: Flame Blast (Basic), Continuous Effect<br /> 3: Freeze Time (Double)<br /> 4: Weapon Jinx (Simple)<br /> 5: Terrify (Double)<br /> 6: Quickening (Basic), Continuous Effect<br /> </td> <td>Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles.</td> </tr> <tr> <td>Icrotic Slime</td> <td> Pass a characteristic test for each of the following to gain the increase: <ul> <li>+D3” Movement</li> <li>+D3 Strength</li> <li>+D3 Toughness</li> <li>+D3 Initiative</li> <li>+D3 Attacks</li> <li>+D3 Cool</li> </ul> Reduce the following characteristics (unless already worse): <ul> <li>10+ Leadership</li> <li>10+ Intelligence</li> <li>10+ Willpower</li> </ul> </td> <td> Roll 2D6: <li>2: Immediately killed.</li> <li>3-11: Into Recovery.</li> <li>12: Suffer a Lasting Injury roll (re-roll 61-66).</li> </td> </tr> <tr> <td>Kalma</td> <td>Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect.</td> <td>None.</td> </tr> <tr> <td>Obscura</td> <td> Can be given to captives during the Rescue scenario. <ul> <li>D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into</li> </ul> B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. <ul> <li>All weapons gain Reckless.</li> </ul> A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. </td> <td>Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>‘Slaught</td> <td> <ul> <li>2+ WS</li> <li>2+ Initiative</li> <li>+1 Attack</li> </ul> </td> <td> Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): <ul> <li>5+ WS</li> <li>5+ Initiative</li> <li>1 Attack</li> <li>If taking a new dose, the effects are reduced (no bonus to attacks):</li> <li>3+ WS</li> <li>3+ Initiative</li> </ul> Shake the addition by going into Recovery. </td> </tr> <tr> <td>Spur</td> <td> <ul> <li>+2” Movement.</li> <li>2+ Initiative</li> </ul> In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. </td> <td>None.</td> </tr> <tr> <td>Stinger Mould</td> <td>Used after suffering a Lasting Injury other than 66 (Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned).</td> <td>Alternatively, it can be used in the in the end of a post-battle sequence to remove an existing Lasting Injury on a 5+.</td> </tr> </tbody> </table>
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2024-06-13 20:34:24.508078
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# Chems :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Chem Suppliers Chems are bought as single doses and can only be used once. After buying the first item of a specific chem, the gang has found a supplier for that chem, and it now counts as having a Legality/Rarity of Common. After buying chems, roll a 2+ for each type, or the supply has run out (or, more likely, the supplier has been killed!), it is no longer automatically Common and must be bought using the original Legality/Rarity as normal. #### Duration - Lasts for the duration of a single battle (unless otherwise noted). - Can be used before the battle begins, or during the battle by performing the Use Chem (Simple) action. #### Mixing Chems When taking a chem while already under the effect of a different chem, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (including the one just taken), a bad reaction has occurred. Immediately go Out of Action and Into Recovery (no Lasting Injury roll). If multiple chems are taken before the battle, make this test at the start of the first activation. ## List of Chems ### Frenzon Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range. #### After the Battle Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### Ghast Roll a D6:<br /> **1:** Insanity.<br /> **2-5:** A random psychic power.<br /> **6:** Insanity and a random psychic power. <br /> Random psychic power (from this list or any universal discipline):<br /> **1:** Assail (Basic)<br /> **2:** Flame Blast (Basic), Continuous Effect<br /> **3:** Freeze Time (Double)<br /> **4:** Weapon Jinx (Simple)<br /> **5:** Terrify (Double)<br /> **6:** Quickening (Basic), Continuous Effect #### After the Battle Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles. ### Icrotic Slime Pass a characteristic test for each of the following to gain the increase: - +D3” Movement - +D3 Strength - +D3 Toughness - +D3 Initiative - +D3 Attacks - +D3 Cool Reduce the following characteristics (unless already worse): - 10+ Leadership - 10+ Intelligence - 10+ Willpower #### After the Battle Roll 2D6: **2:** Immediately killed.<br /> **3-11:** Into Recovery.<br /> **12:** Suffer a Lasting Injury roll (re-roll 61-66). ### Kalma Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect. ### Obscura Can be given to captives during the Rescue scenario. - D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. - All weapons gain Reckless. A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. #### After the Battle Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction. ### ‘Slaught - 2+ WS - 2+ Initiative - +1 Attack #### After the Battle Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): - 5+ WS - 5+ Initiative - 1 Attack If taking a new dose, the effects are reduced (no bonus to attacks): - 3+ WS - 3+ Initiative Shake the addition by going into Recovery. ### Spur - +2” Movement. - 2+ Initiative In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. ### Stinger Mould Must be used after suffering a Lasting Injury roll (other than Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned). #### After the Battle Alternatively, after the battle, roll a 5+ to remove an existing Lasting Injury. ## Chem Effects <table> <thead> <tr> <th>Type</th> <th>Effect</th> <th>Consequence (after the battle)</th> </tr> </thead> <tbody> <tr> <td>Frenzon</td> <td>Gain the Nerves of Steel, True Grit, Unstoppable and Berserk skills. All weapons gain the Reckless trait. Unless Engaged or Seriously Injured, must make at least 1 move action toward the nearest enemy, or Charge (Double) action against a visible enemy if one is within range.</td> <td>Pass a Toughness test with a -2 modifier, or become addicted. Once addicted, can only be included in a crew if taking a dose. Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>Ghast</td> <td> Roll a D6:<br /> 1: Insanity.<br /> 2-5: A random psychic power.<br /> 6: Insanity and a random psychic power.<br /><br /> Random psychic power (from this list or any universal discipline):<br /> 1: Assail (Basic)<br /> 2: Flame Blast (Basic), Continuous Effect<br /> 3: Freeze Time (Double)<br /> 4: Weapon Jinx (Simple)<br /> 5: Terrify (Double)<br /> 6: Quickening (Basic), Continuous Effect<br /> </td> <td>Pass a Willpower test or suffer -1 Willpower. If the result is 12 (before modifiers), the mind is permanently damaged, gain Insanity at the start of all future battles.</td> </tr> <tr> <td>Icrotic Slime</td> <td> Pass a characteristic test for each of the following to gain the increase: <ul> <li>+D3” Movement</li> <li>+D3 Strength</li> <li>+D3 Toughness</li> <li>+D3 Initiative</li> <li>+D3 Attacks</li> <li>+D3 Cool</li> </ul> Reduce the following characteristics (unless already worse): <ul> <li>10+ Leadership</li> <li>10+ Intelligence</li> <li>10+ Willpower</li> </ul> </td> <td> Roll 2D6: <li>2: Immediately killed.</li> <li>3-11: Into Recovery.</li> <li>12: Suffer a Lasting Injury roll (re-roll 61-66).</li> </td> </tr> <tr> <td>Kalma</td> <td>Can be given to captives during the Rescue scenario. When making an action, roll 2D6 + Toughness. If the result is 11 or less, the action is wasted. On a 12+, the action is made as normal and the chem has no more effect.</td> <td>None.</td> </tr> <tr> <td>Obscura</td> <td> Can be given to captives during the Rescue scenario. <ul> <li>D6” Movement. Must move full distance, even if this would take them over the edge of a ledge or into</li> </ul> B2B with an enemy (become Engaged). If the move is insufficient to reach B2B with the enemy fighter, stop 1” away. <ul> <li>All weapons gain Reckless.</li> </ul> A fighter can try to shake off the effects in the End phase. Roll 2D6 + Toughness. On a 12+, the chem has no more effect. For the rest of the battle, only a single action may be performed per activation. </td> <td>Pass a Toughness test, or become addicted. Once addicted, can only be included in a crew on a 4+ (prior to the battle). Pay 2D6x10 credits for anti-addiction chems to shake this addiction.</td> </tr> <tr> <td>‘Slaught</td> <td> <ul> <li>2+ WS</li> <li>2+ Initiative</li> <li>+1 Attack</li> </ul> </td> <td> Pass a Toughness test, or become addicted. Once addicted, reduce the following characteristics (unless worse): <ul> <li>5+ WS</li> <li>5+ Initiative</li> <li>1 Attack</li> <li>If taking a new dose, the effects are reduced (no bonus to attacks):</li> <li>3+ WS</li> <li>3+ Initiative</li> </ul> Shake the addition by going into Recovery. </td> </tr> <tr> <td>Spur</td> <td> <ul> <li>+2” Movement.</li> <li>2+ Initiative</li> </ul> In each End-phase after taking the chem, roll 2D6 + Toughness. If the result is 10+, the chem has worn off. </td> <td>None.</td> </tr> <tr> <td>Stinger Mould</td> <td>Used after suffering a Lasting Injury other than 66 (Memorable Death) to ignore the result. Positive results are also ignored, such as 11 (Lesson Learned).</td> <td>Alternatively, it can be used in the in the end of a post-battle sequence to remove an existing Lasting Injury on a 5+.</td> </tr> </tbody> </table>
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Neophyte Hybrid
Crazy Thom
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2024-06-13 20:34:24.508078
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['Humiliated']
Alive
- Crazy Thom Revovered - 70 credits to heal critical injury. Rolled and stabilized.
2024-01-21 1:49:20
2024-06-02 19:42:55
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Grenades ## Trading Post ### Blasting Charges | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blasting charge | - | Sx2 | - | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 35\* | \* House Orlock: 30 ### Choke Gas Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Choke gas grenade | - | Sx3 | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R9 | 50\* | \* House Escher: 45 ### Demo Charge | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Demo charge | - | Sx2 | - | - | 6 | -3 | 3 | \* | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R12 | 50\* | \* House Orlock: 45 ### Flares | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Flares | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 20 | ### Frag Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag grenade | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 30 | | + Digi (D060-K13) | 9” | - | - | - | 2 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | ### Incendiary Charge | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary charge | - | Sx3 | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R7 | 40 | ### Krak Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Krak grenade | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolition</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 45 | ### Melta Bomb | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Melta bomb | - | Sx3 | - | -1 | 8 | -4 | 3 | 6+ | <Tooltip type="traits" content="demolition">Demolition</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R11 | 60 | ### Mindflect Shard _Thought to be fashioned from a fragment of the xenos Crystalwisp, Mindflect shards steal the memories of those they cut. Enterprising assassins and spies have found many uses for these unusual weapons, though underhive gangs too sometimes employ them to slip past sentries or to spread confusion among their enemies._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Mindflect shard | - | Sx3 | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I10 | 50 | ### Phosphor Canister _Phosphor is a concoction of chemical accelerants and promethium able to burn spontaneously, even underwater, and can sear through armour and flesh in moments._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Phosphor canister | - | Sx3 | - | -1 | 4 | -3 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 40 | ### Photon Flash Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Photon flash grenade | - | Sx3 | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R9 | 15 | ### Plasma Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma grenade | - | Sx3 | - | - | 5 | -1 | 2 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 90\* | \* House Van Saar: 65 ### Scare Gas Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Scare gas grenade | - | Sx3 | - | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 45 | ### Shard Grenade _Shard grenades are made up of tiny fragments of Warp-corrupted metal, harvested from the remains of Chaos-tainted warriors or twisted metal saturated in the power of Chaos. A victim hit by any of these fragments finds insanity creeping into their mind and mutation corrupting their flesh, the effects stemming from even the tiniest of cuts._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shard grenades | - | Sx3 | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I9 | 30 | ### Smoke Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Smoke grenade | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 15 | ### Stun Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stun grenade | - | Sx3 | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 15\* | \* House Delaque: 10 ## Exclusive ### Anti-plant Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Anti-plant | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R7^ | 30 | ### Gunk Bomb | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gunk Bomb | - | Sx2 | - | - | 2 | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C^ | 40 | ### Rad Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Rad | - | Sx3 | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | \* | 25 | \* House Van Saar only ### Vortex Grenade _An ancient and terrible weapon, the vortex grenade literally rips a hole in reality. Once the breach has been made there is no telling what might happen next – sometimes the breach collapses, sometimes it grows, and sometimes it takes on a sentience of its own._ | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits | AL | Cost | | -------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ | --- | ---- | | Vortex Grenade | Sx3 | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="vortex">Vortex</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I16¹ | 500 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Grenades ## Trading Post ### Blasting Charges | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blasting charge | - | Sx2 | - | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 35\* | \* House Orlock: 30 ### Choke Gas Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Choke gas grenade | - | Sx3 | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R9 | 50\* | \* House Escher: 45 ### Demo Charge | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Demo charge | - | Sx2 | - | - | 6 | -3 | 3 | \* | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R12 | 50\* | \* House Orlock: 45 ### Flares | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Flares | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 20 | ### Frag Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag grenade | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 30 | | + Digi (D060-K13) | 9” | - | - | - | 2 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | ### Incendiary Charge | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary charge | - | Sx3 | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R7 | 40 | ### Krak Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Krak grenade | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolition</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 45 | ### Melta Bomb | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Melta bomb | - | Sx3 | - | -1 | 8 | -4 | 3 | 6+ | <Tooltip type="traits" content="demolition">Demolition</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R11 | 60 | ### Mindflect Shard _Thought to be fashioned from a fragment of the xenos Crystalwisp, Mindflect shards steal the memories of those they cut. Enterprising assassins and spies have found many uses for these unusual weapons, though underhive gangs too sometimes employ them to slip past sentries or to spread confusion among their enemies._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Mindflect shard | - | Sx3 | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I10 | 50 | ### Phosphor Canister _Phosphor is a concoction of chemical accelerants and promethium able to burn spontaneously, even underwater, and can sear through armour and flesh in moments._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Phosphor canister | - | Sx3 | - | -1 | 4 | -3 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 40 | ### Photon Flash Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Photon flash grenade | - | Sx3 | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R9 | 15 | ### Plasma Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma grenade | - | Sx3 | - | - | 5 | -1 | 2 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 90\* | \* House Van Saar: 65 ### Scare Gas Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Scare gas grenade | - | Sx3 | - | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R10 | 45 | ### Shard Grenade _Shard grenades are made up of tiny fragments of Warp-corrupted metal, harvested from the remains of Chaos-tainted warriors or twisted metal saturated in the power of Chaos. A victim hit by any of these fragments finds insanity creeping into their mind and mutation corrupting their flesh, the effects stemming from even the tiniest of cuts._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shard grenades | - | Sx3 | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I9 | 30 | ### Smoke Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Smoke grenade | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C | 15 | ### Stun Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stun grenade | - | Sx3 | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R8 | 15\* | \* House Delaque: 10 ## Exclusive ### Anti-plant Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Anti-plant | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | R7^ | 30 | ### Gunk Bomb | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gunk Bomb | - | Sx2 | - | - | 2 | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | C^ | 40 | ### Rad Grenade | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Rad | - | Sx3 | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3”)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | \* | 25 | \* House Van Saar only ### Vortex Grenade _An ancient and terrible weapon, the vortex grenade literally rips a hole in reality. Once the breach has been made there is no telling what might happen next – sometimes the breach collapses, sometimes it grows, and sometimes it takes on a sentience of its own._ | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits | AL | Cost | | -------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ | --- | ---- | | Vortex Grenade | Sx3 | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="vortex">Vortex</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | I16¹ | 500 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only
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# Location Details #location ## Description *Toll Crossing** Location: {{location|gen}} Income: `dice: (2d6) * 10` Description: The Toll Crossing is a notorious hub of activity in the underhive, where gangs and traders come together to negotiate, barter, or simply pass through. The area is characterized by makeshift stalls, crumbling buildings, and a constant hum of activity. It's not uncommon to see rival gangs eyeing each other from opposite sides of the crossing, while others haggle over goods and services. As you navigate the Toll Crossing, you're constantly aware of the risks and opportunities that come with operating in this high-stakes environment. The Orlock gang, notorious for their ruthless tactics, holds sway over this territory, demanding tolls from gangs looking to pass through or gain priority in battles. Income: Roll `dice: (2d6) * 10` to determine your income at the Toll Crossing. On a total of 1-4, you earn 10 credits; on 5-8, you earn 20 credits; and on 9-12, you earn 30 credits. Special Rules: * Pay the Orlock gang 20 credits to gain Priority in the first round of any battle. * Any gang that uses this ability must declare their intention before the battle begins. * Roll `dice: 1d6` to see if you can make contact with another gang. On a 1-2, you find a minor rival gang; on a 3-4, you meet a neutral trader; and on a 5-6, you encounter a powerful ally. Boons: * The Toll Crossing provides a natural gathering point for gangs looking to trade or negotiate with other factions. Roll `dice: 1d6` to see if you can make contact with another gang. * The location's makeshift market offers limited resources and supplies. Roll `dice: 1d6` to see what you can acquire: + 1-2: A single item from the Trading Post or Black Market + 3-4: A set of common supplies (e.g., medi-kits, ammo) + 5-6: A rare or valuable item As you operate in this location, be prepared to navigate treacherous alliances, rivalries, and negotiations. The Toll Crossing is a hub of activity, where opportunity and danger lurk around every corner. ## Special Rules I apologize for the mistake earlier! Here's an updated version of the Toll Crossing location with special rules: *Toll Crossing** Location: {{location|gen}} Income: `dice: 2d6` The Toll Crossing is a strategic location where gangs can pay a toll to gain priority in the first round of any battle. This territory offers a unique opportunity for gangs to get an early advantage, but at a cost. Special Rules: * **Toll Gate**: When another gang attempts to take control of the Toll Crossing, roll `dice: 1d6`. On a 1-2, the defending gang gains Priority in the first round of combat. On a 3-4, the defender gets to set up their fighters first. On a 5-6, the attacker gets to go first. * **Orlock's Toll**: The Orlock gang controls the Toll Crossing and will not hesitate to defend it against any would-be attackers. If an Orlock gang is defending the location, they gain +1 to their combat rolls. Boons: * The Toll Crossing provides a natural gathering point for gangs looking to trade or negotiate with other factions. * Roll `dice: 1d6` to see if you can make contact with another gang. On a 1-2, you find a minor rival gang; on a 3-4, you meet a neutral trader; and on a 5-6, you encounter a powerful ally. What would you like to do next? ## Income *As the controller of the Toll Crossing, your gang can generate income based on the number of fighters deleted during the preceding battle.* To calculate the income, roll `dice: 1d6` and add +1 for each fighter deleted. The total result is the amount of credits earned. For example, if you rolled a 4 and had 2 fighters deleted, your income would be: 4 (roll) + 2 (fighters deleted) = 6 So, in this case, your gang would earn 6 credits from controlling the Toll Crossing. Remember to keep track of your gang's total income and expenses to manage their resources effectively throughout the campaign.
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# Location Details #location ## Description *Toll Crossing** Location: {{location|gen}} Income: `dice: (2d6) * 10` Description: The Toll Crossing is a notorious hub of activity in the underhive, where gangs and traders come together to negotiate, barter, or simply pass through. The area is characterized by makeshift stalls, crumbling buildings, and a constant hum of activity. It's not uncommon to see rival gangs eyeing each other from opposite sides of the crossing, while others haggle over goods and services. As you navigate the Toll Crossing, you're constantly aware of the risks and opportunities that come with operating in this high-stakes environment. The Orlock gang, notorious for their ruthless tactics, holds sway over this territory, demanding tolls from gangs looking to pass through or gain priority in battles. Income: Roll `dice: (2d6) * 10` to determine your income at the Toll Crossing. On a total of 1-4, you earn 10 credits; on 5-8, you earn 20 credits; and on 9-12, you earn 30 credits. Special Rules: * Pay the Orlock gang 20 credits to gain Priority in the first round of any battle. * Any gang that uses this ability must declare their intention before the battle begins. * Roll `dice: 1d6` to see if you can make contact with another gang. On a 1-2, you find a minor rival gang; on a 3-4, you meet a neutral trader; and on a 5-6, you encounter a powerful ally. Boons: * The Toll Crossing provides a natural gathering point for gangs looking to trade or negotiate with other factions. Roll `dice: 1d6` to see if you can make contact with another gang. * The location's makeshift market offers limited resources and supplies. Roll `dice: 1d6` to see what you can acquire: + 1-2: A single item from the Trading Post or Black Market + 3-4: A set of common supplies (e.g., medi-kits, ammo) + 5-6: A rare or valuable item As you operate in this location, be prepared to navigate treacherous alliances, rivalries, and negotiations. The Toll Crossing is a hub of activity, where opportunity and danger lurk around every corner. ## Special Rules I apologize for the mistake earlier! Here's an updated version of the Toll Crossing location with special rules: *Toll Crossing** Location: {{location|gen}} Income: `dice: 2d6` The Toll Crossing is a strategic location where gangs can pay a toll to gain priority in the first round of any battle. This territory offers a unique opportunity for gangs to get an early advantage, but at a cost. Special Rules: * **Toll Gate**: When another gang attempts to take control of the Toll Crossing, roll `dice: 1d6`. On a 1-2, the defending gang gains Priority in the first round of combat. On a 3-4, the defender gets to set up their fighters first. On a 5-6, the attacker gets to go first. * **Orlock's Toll**: The Orlock gang controls the Toll Crossing and will not hesitate to defend it against any would-be attackers. If an Orlock gang is defending the location, they gain +1 to their combat rolls. Boons: * The Toll Crossing provides a natural gathering point for gangs looking to trade or negotiate with other factions. * Roll `dice: 1d6` to see if you can make contact with another gang. On a 1-2, you find a minor rival gang; on a 3-4, you meet a neutral trader; and on a 5-6, you encounter a powerful ally. What would you like to do next? ## Income *As the controller of the Toll Crossing, your gang can generate income based on the number of fighters deleted during the preceding battle.* To calculate the income, roll `dice: 1d6` and add +1 for each fighter deleted. The total result is the amount of credits earned. For example, if you rolled a 4 and had 2 fighters deleted, your income would be: 4 (roll) + 2 (fighters deleted) = 6 So, in this case, your gang would earn 6 credits from controlling the Toll Crossing. Remember to keep track of your gang's total income and expenses to manage their resources effectively throughout the campaign.
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## Attendees: - Alice - Bob - Charlie - Daisy ## Agenda: 1. **Discuss New Coffee Machine** 2. **Vote on Office Plants** 3. **Brainstorm Team Outing Ideas** ### Discuss New Coffee Machine: - Alice likes lattes - Bob prefers cold brew - Charlie's a fan of tea - Daisy enjoys espresso ### Vote on Office Plants: - Alice: Cactus - Bob: Fern - Charlie: Bamboo - Daisy: Succulent ### Brainstorm Team Outing Ideas: - Bowling night - Hiking trip - Movie night ## Action Items: - [ ] Purchase coffee machine - [ ] Buy office plants - [ ] Plan team outing ## Notes Prepared By: - Bob
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2023-09-26 22:16:00.000000
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## Attendees: - Alice - Bob - Charlie - Daisy ## Agenda: 1. **Discuss New Coffee Machine** 2. **Vote on Office Plants** 3. **Brainstorm Team Outing Ideas** ### Discuss New Coffee Machine: - Alice likes lattes - Bob prefers cold brew - Charlie's a fan of tea - Daisy enjoys espresso ### Vote on Office Plants: - Alice: Cactus - Bob: Fern - Charlie: Bamboo - Daisy: Succulent ### Brainstorm Team Outing Ideas: - Bowling night - Hiking trip - Movie night ## Action Items: - [ ] Purchase coffee machine - [ ] Buy office plants - [ ] Plan team outing ## Notes Prepared By: - Bob
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# Location Details #location ## Description **Ravenhurst Ruins** Located in the outer rim of the underhive, Ravenhurst Ruins is a sprawling complex of crumbling buildings, overgrown with vines and fungus. The once-thriving settlement has been reduced to a mere shadow of its former self, with twisted metal beams and cracked concrete slabs forming the skeletal remains of what was once a thriving metropolis. **Income:** `dice: 1d6` (3-5 credits per turn) The ruins themselves provide a moderate income to the gang that occupies them, worth 3-5 credits per turn. The exact amount is determined by rolling a d6 and adding the result to the territory's standard income. **Special Ability:** "Scavenger's Delight" When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Terrain Features:** * **Crumbling Buildings:** The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * **Overgrown Passages:** Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins; on a roll of 4-6, the fighter is slowed by 1 turn due to the dense foliage. **Territory Objective:** * **Control:** The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * **Reputation Points:** +2 reputation points for every turn a gang controls Ravenhurst Ruins. **Notes:** This territory is designed to be a mid-level challenge, providing some benefits but also presenting obstacles through its terrain features. Van Saar's reputation bonus will likely serve them well in this area, while Orlock's priority advantage could help them capitalize on the initial combat round. Cawdor's corpse farm income might not be as effective in Ravenhurst Ruins due to the moderate income provided by the territory. **Special Rules and Boons:** * **Collapse:** When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). * **Scavenger's Bounty:** When a gang occupies Ravenhurst Ruins, they earn an additional `dice: 1d4` credits per turn. This bonus is in addition to the territory's standard income. * **Fungal Growth:** Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins. On a roll of 4-6, a fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. These special rules and boons add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Special Rules Here's an updated version of Ravenhurst Ruins with special rules that affect combat scenarios: **Ravenhurst Ruins** * Location: Outer rim of the underhive, surrounded by abandoned tunnels and rubble-filled caverns. * Income: 5 credits per turn (dice: 1d6) * Special Ability: "Scavenger's Delight" - When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Special Rules** * **Collapse**: When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). This can significantly impact the outcome of the battle. * **Fungal Growth**: When a gang attempts to take control of Ravenhurst Ruins from an occupied gang, roll a `dice: 1d6` at the start of the combat. On a roll of 4-6, fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. * **Ruinous Terrain**: When combat occurs in Ravenhurst Ruins, the terrain is considered ruinous (dice: 1d6). This can affect the movement and positioning of fighters during the battle. **Terrain Features** * Crumbling Buildings: The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * Overgrown Passages: Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. **Territory Objective** * Control: The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * Reputation Points: +2 reputation points for every turn a gang controls Ravenhurst Ruins. These special rules add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Income According to the original description, Ravenhurst Ruins provides a moderate income to the gang that occupies it, worth 5 credits per turn. To determine the actual income generated, you can use the following formula: Income = 5 (base income) + `dice: 1d4` This means that the gang will earn a base income of 5 credits per turn, and then roll a d4 to add an additional amount. The rolled value can be used to purchase upgrades or equipment for their fighters. For example, if the gang rolls a 2 on the d4, their total income would be 7 credits (5 + 2). If they roll a 3, their total income would be 8 credits (5 + 3), and so on.
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description **Ravenhurst Ruins** Located in the outer rim of the underhive, Ravenhurst Ruins is a sprawling complex of crumbling buildings, overgrown with vines and fungus. The once-thriving settlement has been reduced to a mere shadow of its former self, with twisted metal beams and cracked concrete slabs forming the skeletal remains of what was once a thriving metropolis. **Income:** `dice: 1d6` (3-5 credits per turn) The ruins themselves provide a moderate income to the gang that occupies them, worth 3-5 credits per turn. The exact amount is determined by rolling a d6 and adding the result to the territory's standard income. **Special Ability:** "Scavenger's Delight" When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Terrain Features:** * **Crumbling Buildings:** The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * **Overgrown Passages:** Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins; on a roll of 4-6, the fighter is slowed by 1 turn due to the dense foliage. **Territory Objective:** * **Control:** The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * **Reputation Points:** +2 reputation points for every turn a gang controls Ravenhurst Ruins. **Notes:** This territory is designed to be a mid-level challenge, providing some benefits but also presenting obstacles through its terrain features. Van Saar's reputation bonus will likely serve them well in this area, while Orlock's priority advantage could help them capitalize on the initial combat round. Cawdor's corpse farm income might not be as effective in Ravenhurst Ruins due to the moderate income provided by the territory. **Special Rules and Boons:** * **Collapse:** When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). * **Scavenger's Bounty:** When a gang occupies Ravenhurst Ruins, they earn an additional `dice: 1d4` credits per turn. This bonus is in addition to the territory's standard income. * **Fungal Growth:** Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins. On a roll of 4-6, a fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. These special rules and boons add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Special Rules Here's an updated version of Ravenhurst Ruins with special rules that affect combat scenarios: **Ravenhurst Ruins** * Location: Outer rim of the underhive, surrounded by abandoned tunnels and rubble-filled caverns. * Income: 5 credits per turn (dice: 1d6) * Special Ability: "Scavenger's Delight" - When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Special Rules** * **Collapse**: When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). This can significantly impact the outcome of the battle. * **Fungal Growth**: When a gang attempts to take control of Ravenhurst Ruins from an occupied gang, roll a `dice: 1d6` at the start of the combat. On a roll of 4-6, fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. * **Ruinous Terrain**: When combat occurs in Ravenhurst Ruins, the terrain is considered ruinous (dice: 1d6). This can affect the movement and positioning of fighters during the battle. **Terrain Features** * Crumbling Buildings: The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * Overgrown Passages: Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. **Territory Objective** * Control: The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * Reputation Points: +2 reputation points for every turn a gang controls Ravenhurst Ruins. These special rules add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Income According to the original description, Ravenhurst Ruins provides a moderate income to the gang that occupies it, worth 5 credits per turn. To determine the actual income generated, you can use the following formula: Income = 5 (base income) + `dice: 1d4` This means that the gang will earn a base income of 5 credits per turn, and then roll a d4 to add an additional amount. The rolled value can be used to purchase upgrades or equipment for their fighters. For example, if the gang rolls a 2 on the d4, their total income would be 7 credits (5 + 2). If they roll a 3, their total income would be 8 credits (5 + 3), and so on.
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600
387
### 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.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Weapons with this Trait can be used to make rangedattacks, and can also be used in close combat to makea single attack. Note that their Accuracy bonus onlyapplies when making a ranged attack, not when usedto make a close combat attack.
necrovox
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### 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.
Unknown
Unknown
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Unknown
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[[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## Mount: Cutter **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. ## Vehicles All vehicles in an Escher gang add the following to their equipment lists: ### Escher Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | </details>
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[[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## Mount: Cutter **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. ## Vehicles All vehicles in an Escher gang add the following to their equipment lists: ### Escher Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | </details>
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# Running The Campaign _Source: Necromunda Core Rulebook (2023)_ The Dominion Campaign is broken down into two main parts, divided by a period of Downtime allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players’ battles are applied to the campaign. The Dominion Campaign is divided into three phases, all of which run for a fixed length of real time: | Phase | Duration | | :------------------ | :----------- | | 1. Occupation phase | Three cycles | | 2. Downtime | One cycle | | 3. Takeover phase | Three cycles | Each phase is broken down as follows: ## 1. Occupation Phase (3 Cycles) The first part of the Dominion Campaign follows the gangs as they try to increase the number of Territories they control and grow their influence. During this phase, the following rules apply: - During the first two campaign cycles of the Occupation phase, Ash Wastes battles take place during the Season of Ash. - During the third campaign cycle of the Occupation phase, Ash Wastes battles take place during the Changing Seasons. - Only unclaimed Territories may be claimed as rewards for gang battles unless there are no unclaimed Territories (see Issuing and Accepting Challenges). ## 2. Downtime (1 Cycle) During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special [side battle](/docs/campaigns/dominion-campaign/running-the-campaign#side-battles) if they just can’t be away from the roar of guns and chainblades for that long. ### The Effects Of Downtime After their last battle of the Occupation phase, players complete the following steps at the end of the post-battle sequence: A. Fighters Recover B. Captives are Returned C. Experienced Juves and Prospects are Promoted D. Fresh Recruitment ### A. Fighters Recover Any In Recovery boxes on the gang roster are cleared. ### B. Captives Are Returned Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits). ### C. Experienced Juves And Prospects Are Promoted If any gang contains any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry. ### D. Fresh Recruitment All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on. These credits must be spent now and cannot be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. ## 3. Takeover Phase (3 Cycles) The second part of the Dominion Campaign sees gangs defend their Territories against their rivals, as well as capture those controlled by other gangs. During this phase the following rules apply: - During the first campaign cycle of the Takeover phase, Ash Wastes battles take place during the Changing Seasons. - During the second and third campaign cycles of the Takeover phase, Ash Wastes battles take place during the Season of Flame. - Only controlled Territories may be fought over and claimed as rewards (see [Issuing and Accepting](/docs/campaigns/dominion-campaign/setting-up-the-campaign#issuing-and-accepting-challenges)). ## Winning Victory in the Dominion Campaign can be measured in many ways, although simply surviving the fierce inter- gang warfare is an achievement in itself. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the campaign. The Arbitrator should have a look at the Triumphs at the start of the Dominion Campaign as some of them require keeping track of how many enemy models players have taken Out of Action or vehicles they have Wrecked, so these will need to be recorded. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to try to achieve. Below is a list of the Dominion Campaign Triumphs: | Triumph | Criteria | | :-------------- | :-------------------------------------------------------------------------------------- | | **Dominator** | Most Territories at the end of the campaign. | | **Slaughterer** | Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign. | | **Creditor** | Largest Wealth at the end of the campaign. | | **Warmonger** | Most battles fought across the whole campaign. | | **Powerbroker** | Highest Reputation at the end of the campaign. | :::info ### Side Battles Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Takeover phase, there may be a few who can’t go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied. Side battles should, as a rule, be unusual and have no effect on the campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the [Arbitrator tools](/docs/category/arbitrator-tools), or to play some of the narrative scenarios. Models can earn Experience and suffer Lasting Injuries or Lasting Damage from a side battle, but should not gain or earn income, or gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archeotech, a unique chem, or a custom gang tactic. :::
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2024-06-13 20:34:24.508078
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# Running The Campaign _Source: Necromunda Core Rulebook (2023)_ The Dominion Campaign is broken down into two main parts, divided by a period of Downtime allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players’ battles are applied to the campaign. The Dominion Campaign is divided into three phases, all of which run for a fixed length of real time: | Phase | Duration | | :------------------ | :----------- | | 1. Occupation phase | Three cycles | | 2. Downtime | One cycle | | 3. Takeover phase | Three cycles | Each phase is broken down as follows: ## 1. Occupation Phase (3 Cycles) The first part of the Dominion Campaign follows the gangs as they try to increase the number of Territories they control and grow their influence. During this phase, the following rules apply: - During the first two campaign cycles of the Occupation phase, Ash Wastes battles take place during the Season of Ash. - During the third campaign cycle of the Occupation phase, Ash Wastes battles take place during the Changing Seasons. - Only unclaimed Territories may be claimed as rewards for gang battles unless there are no unclaimed Territories (see Issuing and Accepting Challenges). ## 2. Downtime (1 Cycle) During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special [side battle](/docs/campaigns/dominion-campaign/running-the-campaign#side-battles) if they just can’t be away from the roar of guns and chainblades for that long. ### The Effects Of Downtime After their last battle of the Occupation phase, players complete the following steps at the end of the post-battle sequence: A. Fighters Recover B. Captives are Returned C. Experienced Juves and Prospects are Promoted D. Fresh Recruitment ### A. Fighters Recover Any In Recovery boxes on the gang roster are cleared. ### B. Captives Are Returned Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits). ### C. Experienced Juves And Prospects Are Promoted If any gang contains any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry. ### D. Fresh Recruitment All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on. These credits must be spent now and cannot be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. ## 3. Takeover Phase (3 Cycles) The second part of the Dominion Campaign sees gangs defend their Territories against their rivals, as well as capture those controlled by other gangs. During this phase the following rules apply: - During the first campaign cycle of the Takeover phase, Ash Wastes battles take place during the Changing Seasons. - During the second and third campaign cycles of the Takeover phase, Ash Wastes battles take place during the Season of Flame. - Only controlled Territories may be fought over and claimed as rewards (see [Issuing and Accepting](/docs/campaigns/dominion-campaign/setting-up-the-campaign#issuing-and-accepting-challenges)). ## Winning Victory in the Dominion Campaign can be measured in many ways, although simply surviving the fierce inter- gang warfare is an achievement in itself. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the campaign. The Arbitrator should have a look at the Triumphs at the start of the Dominion Campaign as some of them require keeping track of how many enemy models players have taken Out of Action or vehicles they have Wrecked, so these will need to be recorded. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to try to achieve. Below is a list of the Dominion Campaign Triumphs: | Triumph | Criteria | | :-------------- | :-------------------------------------------------------------------------------------- | | **Dominator** | Most Territories at the end of the campaign. | | **Slaughterer** | Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign. | | **Creditor** | Largest Wealth at the end of the campaign. | | **Warmonger** | Most battles fought across the whole campaign. | | **Powerbroker** | Highest Reputation at the end of the campaign. | :::info ### Side Battles Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Takeover phase, there may be a few who can’t go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied. Side battles should, as a rule, be unusual and have no effect on the campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the [Arbitrator tools](/docs/category/arbitrator-tools), or to play some of the narrative scenarios. Models can earn Experience and suffer Lasting Injuries or Lasting Damage from a side battle, but should not gain or earn income, or gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archeotech, a unique chem, or a custom gang tactic. :::
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Use the following as context and come up with some equipment for a Necromunda gang: #### <u>User</u>: [[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> --- Based on the provided context, here are some equipment ideas for a Necromunda gang inspired by House Escher: ### Equipment Ideas for House Escher Gang: 1. **Toxic Gas Grenades**: These grenades release a cloud of toxic gas upon impact, affecting enemies in the area with debilitating effects. 2. **Chem-synth Injector**: A device that allows gang members to quickly enhance their melee weapons with toxic substances for increased lethality. 3. **Venomous Blades**: Special blades coated with potent toxins that can cause additional damage to enemies, especially effective against armored foes. 4. **Neuro-toxic Dart Gun**: A ranged weapon that fires darts tipped with neuro-toxic substances, causing paralysis or disorientation in targets. 5. **Chameleon Cloak**: A cloak infused with advanced technology that allows wearers to blend into their surroundings, providing stealth and surprise advantages. 6. **Toxin Antidote Kit**: Essential for surviving encounters with poisonous enemies or traps, this kit provides quick relief from toxic effects. 7. **Chem-resistant Armor**: Specially crafted armor that offers protection against chemical attacks, making wearers more resilient to toxic substances. 8. **Toxin Detection Goggles**: Goggles equipped with sensors that can detect and identify toxic substances in the environment, providing a tactical advantage. 9. **Venomous Fang Gauntlets**: Hand-to-hand combat weapons that inject venom into enemies upon contact, causing additional damage over time. 10. **Toxin Dispersal Mine**: A deployable mine that releases a cloud of toxic gas upon activation, creating a hazardous area for enemies to navigate. These equipment ideas are tailored to reflect the deadly and chemically inclined nature of House Escher gangs in Necromunda. Feel free to customize and expand upon these concepts to suit the specific style and gameplay of your gang. --- Use the following skills ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | --- 📄↔🤖 ---
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2024-06-13 20:34:24.508078
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You are a helpful assistant.
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['^Private/', '.*-confidential.*']
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Use the following as context and come up with some equipment for a Necromunda gang: #### <u>User</u>: [[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> --- Based on the provided context, here are some equipment ideas for a Necromunda gang inspired by House Escher: ### Equipment Ideas for House Escher Gang: 1. **Toxic Gas Grenades**: These grenades release a cloud of toxic gas upon impact, affecting enemies in the area with debilitating effects. 2. **Chem-synth Injector**: A device that allows gang members to quickly enhance their melee weapons with toxic substances for increased lethality. 3. **Venomous Blades**: Special blades coated with potent toxins that can cause additional damage to enemies, especially effective against armored foes. 4. **Neuro-toxic Dart Gun**: A ranged weapon that fires darts tipped with neuro-toxic substances, causing paralysis or disorientation in targets. 5. **Chameleon Cloak**: A cloak infused with advanced technology that allows wearers to blend into their surroundings, providing stealth and surprise advantages. 6. **Toxin Antidote Kit**: Essential for surviving encounters with poisonous enemies or traps, this kit provides quick relief from toxic effects. 7. **Chem-resistant Armor**: Specially crafted armor that offers protection against chemical attacks, making wearers more resilient to toxic substances. 8. **Toxin Detection Goggles**: Goggles equipped with sensors that can detect and identify toxic substances in the environment, providing a tactical advantage. 9. **Venomous Fang Gauntlets**: Hand-to-hand combat weapons that inject venom into enemies upon contact, causing additional damage over time. 10. **Toxin Dispersal Mine**: A deployable mine that releases a cloud of toxic gas upon activation, creating a hazardous area for enemies to navigate. These equipment ideas are tailored to reflect the deadly and chemically inclined nature of House Escher gangs in Necromunda. Feel free to customize and expand upon these concepts to suit the specific style and gameplay of your gang. --- Use the following skills ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | --- 📄↔🤖 ---
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# 1. Stand-off / Tunnel Skirmish _Two gangs meet in neutral territory and a firefight ensues._ _Source: Necromunda 2018 Rulebook_ ## Battlefield This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up). Zone Mortalis: 4 or 6 tiles. ## Crews - **Sector Mechanicus:** Custom (10) - **Zone Mortalis (4 tiles):** Custom (6) - **Zone Mortalis (6 tiles):** Custom (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Objectives Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees: - 3 points for a Leader - 2 points per Champion - 1 point for any other fighter :::note The points rarely make a difference. It's mainly about being the last gang standing. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards ### Credits Zone Mortalis: - +2D6x10 to the winner. - +D3x5 to the loser. - +D6x10 to both gangs in case of a draw. Sector Mechanicus: - +D6x10 to the winner. - +D3x5 to the loser. - +D6x5 to both gangs in case of a draw. ### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. ### Reputation - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 1. Stand-off / Tunnel Skirmish _Two gangs meet in neutral territory and a firefight ensues._ _Source: Necromunda 2018 Rulebook_ ## Battlefield This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up). Zone Mortalis: 4 or 6 tiles. ## Crews - **Sector Mechanicus:** Custom (10) - **Zone Mortalis (4 tiles):** Custom (6) - **Zone Mortalis (6 tiles):** Custom (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Objectives Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees: - 3 points for a Leader - 2 points per Champion - 1 point for any other fighter :::note The points rarely make a difference. It's mainly about being the last gang standing. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards ### Credits Zone Mortalis: - +2D6x10 to the winner. - +D3x5 to the loser. - +D6x10 to both gangs in case of a draw. Sector Mechanicus: - +D6x10 to the winner. - +D3x5 to the loser. - +D6x5 to both gangs in case of a draw. ### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. ### Reputation - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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# Sub-plots The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs - each gang leader is akin to a general in the House's armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House's foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters - one which gang leaders ignore at their peril. House sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any of the scenarios, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional Tactics cards should they complete them. Players should decide during the pre-battle sequence if they want to use House Sub-plots, with both players needing to agree to include them. If they do, they will need a deck of playing cards. Each player shuffles the deck and draws a card without letting their opponent see it - starting with the player with the lower Gang Rating (if both players have the same rating, roll off). They then should consult the tables in this section to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponenet and draw two new cards (without showing them to their opponent) giving them two Sub-plots for the game. If ones of these cards is also a Joker card, then repeat the process, giving the player a total of three Sub-plots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded. ### Secret and Revealed Sub-plots are kept secret until completed or revealed. Unless the Sub-plot details when it is revealed, it will normally be revealed once it affects the battle with some effect or action. ### Voluntary Usage Each Sub-plot has some some criteria that must be achieved to receive the reward. All Sub-plots are voluntary, and if a gang deems the gain is not worth the cost, it can be kept dormant without any effect. ### Alignments If the Sub-plot specifies an alignment, it is safe to use for gangs with a matching alignment. If a gang from the opposite alignment claims it, an alignment test must be made after the battle, with a number of D6s rolled as specified. ### Voluntary to Claim A gang can always choose whether to claim a Sub-plot or not. ### Alliances Gangs with an Alliance can't use Sub-plots. :::danger House Rule (Necrodamus) Instead of declaring any Sub-plot specific actions or effects, a gang can declare using a secret action or effect. This way, the opponent gang knows that something is going on, but not exactly what. In addition, the opponent gang can demand that a Sub-plot is revealed if they have a fighter within 6” and LOS to a location where a secret action or effect takes place. ::: ## Generic Sub-plots The generic Sub-plots are organised by suit, with each suit representing a different theme. ### Industrial Sabotage (Spades ♠) _Gangs are often ordered to attack the infrastructure of rival Houses, there being no swifter way to force a House out of favour than to bring down their production output._ | Card | Sub-plot | | :-----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace ♠ | **Spudwrenching**<br />Attacks against machinery are a quick way for a House to hurt rivals, and many of the ancient technologies of Necromunda are completely irreplaceable. A fighter in your opponent’s deployment zone may make the Spudwrenching (Double) action – reveal this card the first time one of your fighters makes this action. Each time this action is successfully made, make a note. If one of your fighters can complete three Spudwrenching actions in a row, they have destroyed something vital to the opposing House and your gang gains D3+1 Reputation. | | 2 ♠ | **Spreading Unrest**<br />The House wants to start an uprising among their enemy’s workers and has tasked the gang with spreading seditious propaganda. A fighter in your opponent’s deployment zone may make the Graffiti (Double) action–reveal this card the first time one of your fighters makes this action. If this is successful, make a note. At the end of the game, if your gang has completed at least three Graffiti actions, then it gains D3 Reputation. | | 3 ♠ | **Superior Tools**<br />The House has given the gang an experimental weapon for their next battle, eager to see its effects. At the start of the game, reveal this card and randomly choose one of the fighters in your crew – for this game increase the Strength and Damage characteristic of one of their weapons by 1. If your gang wins the game, then the test was a success and the gang gains D3 Reputation. | | 4 ♠ | **Scorched Earth**<br />If the House can’t have it, then no one can. Reveal this card at the start of the game. If this is a Zone Mortalis game, destroy at least three doors. If this is a Sector Mechanicus game, choose a piece of terrain within 6" of the centre of the table and wreck it – count the terrain as having T8 and W8. This terrain is automatically hit by attacks, due to its large size. Wrecked terrain remains on the table but is considered to have been damaged in some significant way. If your gang is successful, they gain D3 Reputation. | | 5 ♠ | **Show Of Force**<br />Sometimes winning is not enough, and to really drive home the dominance of a House, its enemies need to be utterly crushed. At the end of the game, if there are at least five enemy fighters Out of Action (not counting those that have fled the battlefield), reveal this card to gain D3+1 Reputation for your gang. | | 6 ♠ | **The Stitch Up**<br />Houses routinely frame enemy fighters for crimes in order to bring their rivals into disrepute. Reveal this card at the start of the game and randomly choose a fighter from your opponent’s crew. When one of your fighters is in base contact with the chosen fighter, they may make the Plant Evidence (Basic) action. If successful, your gang gains D3 Reputation. If, at the end of the game, the enemy fighter has not been Seriously Injured or taken Out of Action, your gang gains an additional D3 Reputation. | | 7 ♠ | **Dangerous Ground**<br />A particular patch of turf is vital to your House and must be held at all costs. Reveal this card at the start of the game and choose a piece of terrain or game tile anywhere at least 12" from your deployment zone. If, at the end of the game, there are no enemy fighters within 6" of the piece of terrain or on the chosen game tile, your gang gains D3 Reputation. | | 8 ♠ | **Right Of Way**<br />The House needs a clear passage to move its goods through an area and wants the gang to make a path. Reveal this card at the end of the game. If at least four of your fighters are in your enemy’s deployment zone, your gang gains D6 Reputation. | | 9 ♠ | **Decapitating Strike**<br />Taking out a gang’s leadership is a sure way to put a spudwrench in their plans. Reveal this card when one of your fighters takes an enemy Leader or Champion Out of Action. At the end of the game if your opponent has no Leader or Champion models on the board, your gang gains D6 Reputation. | | 10 ♠ | **Meat For The Machine**<br />The meat harvesters are always offering good sums for fresh meat, and often gather on the levels below a gang fight to gather up the leftovers. If the actions of one of your fighters knocks an enemy down a pitfall, or causes them to fall from a height and be taken Out of Action, reveal this card and gain D3 Reputation. If, at the end of the game, three or more enemies have been knocked down pitfalls or are taken Out of Action by falls, your gang gains an additional D3 Reputation. | | Jack ♠ | **Contemptuous Takedown**<br />A good yarn about a contemptuous takedown is useful propaganda for the House. Reveal this cardif one of your fighters takes an enemy fighter Out of Action with an unarmed attack, and gain D3 Reputation for your gang. If the enemy fighter was a Leader or a Champion, gain D6 Reputation instead. | | Queen ♠ | **Juve Cull**<br />Separating the spores from the scum is good for all of the Houses, plus, it keeps the locals in line. Reveal this card if your gang has taken all of the opposing player’s Juves Out of Action. If your opponent has no Juves in their crew, reveal it if you take Out of Action the three Gangers with the lowest Credits value. Completing this Sub-plot earns your gang D6 Reputation. | | King ♠ | **Swift Victory**<br />A quick victory always impresses the House masters. Reveal this card at the end of the game if you won the scenario within 10 rounds or less and gain D6 Reputation for your gang. If you won the scenario in 5 rounds or fewer, your gang gains 2D6 Reputation instead. | ### Noble Whims (Hearts ♥) _Sometimes the personal whims of house nobles play themselves out through gang warfare and strange requests will come down from on-high._ | Card | Sub-plot | | :-----------------------------------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace <span style={{color: 'red'}}>♥</span> | **Extreme Displeasure**<br />For reasons known only to the noble, one of the enemy fighters has earned their ire. Reveal this card at the start of the game, after your opponent has selected their crew but before deploying any fighters. Your opponent should shuffle their crew deck and randomly select a fighter. If, at the end of the game, the selected fighter has been taken Out of Action, add D6x10 credits to the gang’s Stash. If the fighter was taken Out of Action with a Melee weapon, or with the Coup de Grace action, then add 2D6x10 credits instead. | | 2 <span style={{color: 'red'}}>♥</span> | **Noble Nephew**<br />News has arrived that one of the gang’s fighters is a distant relation to someone powerful and must be protected. Reveal this card at the start of the game and randomly choose one of your Juves, or if your gang does not contain any Juves, randomly select a Ganger instead. If, at the end of the game, the chosen fighter has not suffered any wounds, add 10 credits to the gang’s Stash. If they suffered no wounds, but managed to inflict at least one wound on an enemy, add D6x10 credits instead. After the game, it turns out that they were not related at all and that it was a clerical error. | | 3 <span style={{color: 'red'}}>♥</span> | **Lost Heirloom**<br />Some vitally important object has been lost by the noble and they want the gang to recover it for them – the only problem is the noble is not entirely sure where it is. If you are playing a Zone Mortalis game then the heirloom is in a ductway, if you are playing Sector Mechanicus then it is on one of the upper levels of a piece of terrain – any scenery feature roughly 12" or less across with a raised area counts. At any point during the game any of your fighters may make the Search (Double) action if they are within 3" of a ductway or on the upper levels of a piece of terrain – reveal this card the first time one of your fighters makes this action. When they do this, roll a D6. Ona 5+, or if this is the last unsearched ductway or terrain piece, they find the heirloom and gain 2D6x10 credits. Otherwise it is not in this ductway or terrain piece. | | 4 <span style={{color: 'red'}}>♥</span> | **A Warning**<br />The gang has a message to deliver and the noble wants to make sure the enemy Leader knows just who it is from. During this game, if one of your fighters makes a successful melee attack against the enemy Leader, you can reveal this card and choose not to roll to wound for any hits scored, ending the attack without effect, and adding D6x10 credits to the gang’s Stash. If the fighter that made the attack was your Leader, add 2D6x10 credits instead. | | 5 <span style={{color: 'red'}}>♥</span> | **Cruel And Unusual**<br />The noble likes to hear the piteous screams of their enemies, and has even sent the gang a vox recording device for just that purpose! If, at the end of the game, the actions of your fighters caused at least two enemy fighters to become Broken, reveal this card and add D3x10 credits to the gang’s Stash. If three or more enemy fighters were Broken, add D6x10 credits instead. | | 6 <span style={{color: 'red'}}>♥</span> | **Spyrer Style**<br />Appearance is everything for some nobles, and the gang has been told that they must wear the colours of a particular House luminary in their coming battle. Reveal this card at the start of the game. For this battle, your gang has been forced to wear garishly bright coats, huge floppy hats, or some invisible but no less ridiculous ostentation like distilled Phyrr Cat scent. Your opponent reduces the penalty to hit your fighters by 1 (i.e., full cover would provide -1 to hit and partial cover would give no benefit). If your gang wins the game, add 2D6x10 credits to the gang’s Stash. If they win without any fighters going Out of Action, add 3D6x10 credits instead. | | 7 <span style={{color: 'red'}}>♥</span> | **Recovery Job**<br />The enemy gang owes someone the noble knows money, and the noble wants the gang to collect. When one of your fighters is in base contact with any enemy fighter, they may make the Shakedown (Basic) action – reveal this card the first time one of your fighters makes this action to gain D3x10 credits. Shakedown actions taken against Champions and Leaders yield D6x10 credits instead. | | 8 <span style={{color: 'red'}}>♥</span> | **Death From Above**<br />The noble has a dark sense of humour and wants the gang to deliver his retribution ‘from on high’. If you take an enemy fighter Out of Action by having another fighter (either friendly or enemy) fall on them, reveal this card to gain 2D6x10 credits. If the enemy fighter was a Leader or Champion, gain 3D6x10 credits instead. | | 9 <span style={{color: 'red'}}>♥</span> | **A Suitable Spectacle**<br />The more blood the better is often the cry of the House masters. If an attack made by one of your fighters rolls 3 or more Injury dice at once, and at least one of the dice comes up as Out of Action, reveal this card and gain D6x10 credits. | | 10 <span style={{color: 'red'}}>♥</span> | **No Witnesses**<br />Sometimes a quiet kill is just what is required to advance the noble’s plans. Reveal this card when you take an enemy fighter Out of Action, and no enemy models have line of sight to either the enemy fighter, or the fighter that took them out, to gain D3x10 credits. If your fighter took out the model with a melee weapon, your gang gains D6x10 credits instead. | | Jack <span style={{color: 'red'}}>♥</span> | **Make Some Noise**<br />Some nobles want to set the hive on fire, just to watch it burn! Reveal this card at the end of any round when you have fired five or more weapons with the Blast, Rapid Fire or Blaze Trait, without causing any wounds, to gain 2D6x10 credits. | | Queen <span style={{color: 'red'}}>♥</span> | **Shadowing**<br />A noble wants the gang to keep an eye on an enemy fighter, to see how they fight and just what they are up to. Reveal this card at the start of the game and randomly choose a fighter from your opponent’s crew. Any fighter within 12" of the chosen fighter may make the Shadow (Double) action. A Shadowing fighter makes no other action this turn, but if its target moves it is also moved to remain within 12" of them – unlesss topped by impassable terrain or enemy models. If, at the end of the game, you have a fighter shadowing the target your gang gains D6 Reputation. | | King <span style={{color: 'red'}}>♥</span> | **Work For The Docs**<br />The noble has bought a share in a local sawbones holding and wants the gang to drum up business. Reveal this card at the end of the game. For every fighter, friend or foe, that went Out of Action but did not die (a 66 result on the Lasting Injury table), your gang gains D3x10 credits. Any fighters who rolled a Trip to the Docs provide D6x10 credits instead. | ### Unforgiving Underhive (Clubs ♣) _Knock-on effects from the great games played by the houses (and constant warfare between gangs) can change the fortunes of a gang even before the first round is fired._ | Card | Sub-plot | | :-----: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace ♣ | **Voxfailure**<br />Gangers must often make do with second rate equipment – whatever the House deigns to give them or what they can scrounge from underhive traders. Reveal this card at the start of the game. For the duration of the scenario, your Leader’s Leading by Example range is reduced to 6" and any of your fighters out of line of sight of any friendly models add 1 to their Leadership and Cool characteristics to a maximum of 12+. If your gang wins the game, every fighter that took part gains D3 Experience points in addition to any Experience rewards for the scenario. | | 2 ♣ | **Failed Assassination**<br />There are few rules when it comes to gang warfare, and some fighters are not above evening the odds before the battle has begun. Reveal this card at the start of the game and randomly select one of the fighters from your crew. For the duration of the game, the fighter must reduce their Move, WS, BS and S by 1. If the fighter survives the game without being Seriously Injured or taken Out of Action, they gain D6 Experience points in addition to any Experience rewards for the scenario. | | 3 ♣ | **Wandering Watchmen**<br /> One of the gang’s patrols is in the right place at the right time and has heard the sounds of battle. You may reveal this card at the start of any round. Randomly select D3 fighters that are not part of your crew and set them up in your deployment area. These fighters are now part of your crew for this scenario. If you lose the scenario, none of your fighters will gain any Experience for the game. | | 4 ♣ | **Loaded For Sump Spider**<br />Extra ammo rations have reached the gang and every fighter has pockets full of shells, bullets and power packs. Reveal this card at the start of the game. For the duration of the scenario, every fighter in your crew may re-roll failed ammo tests. However, all hits on your fighters from ranged weapons deal an extra point of Damage. Every fighter in your crew that survives the game without being taken Out of Action gains D3 experience points in addition to any experience rewards for the scenario. | | 5 ♣ | **Out Of Favour**<br />The gang’s House has fallen out of favour with the Imperial House and there is much dissention among the nobles. Lack of strong leadership and news of House gangs getting scragged has everyone on edge. Reveal this card at the start of the game. For the duration of the game, add 2 to the Cool characteristics of all of your fighters, to a maximum of 12+. If your gang wins the game, each fighter gains an additional D3 Experience points in addition to any noted in the scenario. If you win without any fighters going Out of Action, each fighter gains D6 extra Experience points instead. | | 6 ♣ | **House Spies**<br />Your gang’s plans have fallen into enemy hands. Reveal this card before either gang has deployed. You must set up before your opponent regardless of the normal rules for the scenario, and your opponent automatically wins the roll for Priority in the first turn. There after, your opponent gains a +1 on all rolls to determine who has Priority. Every fighter in your crew that survives the game without being taken Out of Action gains D3 Experience points in addition to any Experience rewards for the scenario. | | 7 ♣ | **Doppelganger**<br />One of your Gangers is not what they seem. Reveal this card the first time one of your Gangers (not Juves, Leader or Champions) is taken Out of Action. Instead of removing the model, leave them on the board – any effects, such as being on fire or having run out of ammo, are discarded and they are restored to their starting wounds. They now count as part of the opponent’s gang for the remainder of the scenario. If one of your fighters manages to take the imposter Out of Action, they gain D6 Experience points. No Lasting Injury roll is made for the imposter fighter as they were never really part of the battle. | | 8 ♣ | **A Bit Of Payback**<br />A simmering anger has taken over your gang – maybe one too many stories of comrades getting scragged or their rivals swanning about in their turf has got your fighters riled up. Reveal this card the first time one of your fighters successfully completes a Coup de Grace action to give that fighter an Experience point in addition to any Experience for taking an enemy Out of Action. For the remainder of the game, Coup de Grace actions taken by your fighters will award them an additional Experience point, provided that they have not already gained any Experience as a result of this card. | | 9 ♣ | **Bad Day**<br />Every gang boss has their off days; it’s just that sometimes it gets people killed. Reveal this card the first time either your Leader or one of your Champions activates – for the duration of the game, that Leader or Champion cannot make group activations. If the chosen fighter survives the game without being taken Out of Action, they gain D3 Experience points if they are a Champion, or D6 Experience points if they are a Leader. | | 10 ♣ | **Act Of Defiance**<br />If you’re going down, you might as well take as many with you as you can. Reveal this card if one of your fighters moves into base contact with two or more models to gain D3 Experience points for that fighter. If the fighter takes out all enemies in base contact in the same activation that this card is revealed, that fighter gains an additional D3 Experience points. | | Jack ♣ | **Grim Resolve**<br />Only the hard survive in Necromunda. Reveal this card when one of your fighters rallies from being Broken. That fighter gains one Experience point. For the remainder of the battle, every time one of your fighters rallies from being Broken, they will gain an Experience point unless they have already gained Experience as a result of this card. | | Queen ♣ | **Hazard Pay**<br />Overcoming the hazards of the underhive is often a challenge in itself. Reveal this card the first time one of your fighters successfully leaps over the pitfall, survives a fall that inflicts Damage or interacts with a hazard that could damage them and survives. That fighter gains one Experience point. For the remainder of the battle, every time one of your fighters survives a hazard in these ways they gain one experience point, unless they have already gained Experience as a result of this card. | | King ♣ | **Chemical Solutions**<br />The gang has been hitting the chems a bit hard, making them less likely to feel injuries but also more reckless! Reveal this card the first time one of your fighters suffers a Flesh Wound. For the duration of the game, your fighters ignore the effects of Flesh Wounds. However, when rolling on the Lasting Injuries table, they must roll twice and accept the higher result. At the end of the game, every fighter in the crew – that is still alive – gains an additional D3 Experience points. | ### Dark Influences (Diamonds ♦) _The Clan Houses are not the only ones that can conscript an underhive gang for their own agendas, and sometimes gang bosses will serve different masters, often without realising. The rewards of these unseen patrons may appear capricious or random, but in the fires of battle are rarely unwelcome._ | Card | Sub-plot | | :-----------------------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace <span style={{color: 'red'}}>♦</span> | **Outlaw Vendetta**<br />Guilders aren’t the only ones to put out bounties. Reveal this card at the end of any round in which four or more enemy fighters suffer a Serious Injury or are taken Out of Action by your gang. If these conditions are met, draw a random Gang Tactics card. | | 2 <span style={{color: 'red'}}>♦</span> | **Strangers In The Hive**<br />Eyes watch from the darkness, waiting for your gang to lure some prey into their grasp. Reveal this card when your gang takes an enemy fighter Out of Action with a melee attack who is out of line of sight and more than 12" from any models in their own gang. If these conditions are met, draw a random Gang Tactics card. | | 3 <span style={{color: 'red'}}>♦</span> | **Deathly Silence**<br />In the aftermath of a massacre, dark forces gather. Reveal this card if at least half of your opponent’s crew is either Seriously Injured, Out of Action, or held off the table as Reinforcements. If these conditions are met, draw a random Gang Tactics card. | | 4 <span style={{color: 'red'}}>♦</span> | **Mind Slavers**<br />A weak mind is fertile ground for predatory psykers. Reveal this card when an enemy fighter fails a Willpower test with a result of 10+. If these conditions are met, draw a random Gang Tactics card. | | 5 <span style={{color: 'red'}}>♦</span> | **Scrap Code**<br />A mysterious stranger has hired the gang to plant a code in the local cogitator network. Reveal this card at the start of the game and choose three pieces of terrain and/or door consoles at least 6" from your deployment area and at least 8" from each other. Fighters may make the Hacking (Double) action while within 1" of these points. If they do, make an Intelligence test for them – if successful, they have planted the code. If your gang can hack all three locations, draw a random Gang Tactics card. | | 6 <span style={{color: 'red'}}>♦</span> | **Cold Trade**<br />An enemy fighter is unwittingly carrying an off-world object of great interest to the Guilders. Reveal this card the first time one of your fighters sends an enemy fighter Out of Action either in melee or as part of a Coup de Grace action – then roll a D6, adding 1 to the result for each enemy fighter previously sent Out of Action in melee or with a Coup de Grace action. If the result is 6+, your gang has found the object and you may draw a random Gang Tactics card. | | 7 <span style={{color: 'red'}}>♦</span> | **Suppression Order**<br />Keeping an enemy gang kissing the ground is a good way of letting them know their place. Reveal this card at the end of any round in which every enemy fighter on the board is Prone. If these conditions are met, draw one random Gang Tactics card. | | 8 <span style={{color: 'red'}}>♦</span> | **Official Secrets**<br />Enforcers want some evidence on a gang Leader. When one of your fighters activates within 6" of your opponent’s Leader, they may make the Pict Capture (Double) action. If a model that has taken this action begins their activation in your deployment area, you can remove them from the game (they do not count as going Out of Action) and draw a random Gang Tactics card. | | 9 <span style={{color: 'red'}}>♦</span> | **A Little Surprise**<br />The gang has been given an opportunity to help with some urban renewal. Reveal this card at the start of the game and randomly select one of your crew to carry the bomb. The bomb carrier can make the Plant Bomb (Double) action. If the bomb carrier completes this action three times within 6" of the centre of the board, the bomb has been planted and you can draw a random Gang Tactics card. Should the bomb carrier go Out of Action before planting the bomb, work out the effects of a frag trap as if it had gone off centred on the bomb carrier’s position. | | 10 <span style={{color: 'red'}}>♦</span> | **The Payoff**<br />Credits often work as well as bullets to change someone’s mind. For this battle, your fighters can make the Bribe (Basic) action if they are in base contact with an enemy Ganger or Juve (though not the Leader or a Champion). Reveal this card the first time one of your fighters makes this action. When an enemy is bribed they must make a Willpower test. If successful, the action has no effect. Otherwise, the enemy gang receives D3x10 Credits and the bribed Ganger is removed from the board. They do not count as being taken Out of Action. As soon as an enemy has been successfully bribed, discard this card and draw a random Gang Tactics card. | | Jack <span style={{color: 'red'}}>♦</span> | **Guilder Packet**<br />Guilders like to use gangers as couriers in the underhive, because they don’t ask too many questions. Reveal this card at the start of the game and then randomly select one of your crew to be the courier. At the end of any round, if the courier is in the enemy’s deployment area, you can discard this card and remove the courier from the board (they do not count as going Out of Action) and draw a random Gang Tactics card. | | Queen <span style={{color: 'red'}}>♦</span> | **Dark Offering**<br />Dark powers demand their due. Reveal this card at the start of the game and choose a point on the board at least 12" from your deployment area. If, at any time, there are three or more Seriously Injured fighters within 6" of the chosen point, discard this card and draw a random Gang Tactics card. | | King <span style={{color: 'red'}}>♦</span> | **Bad Blood**<br />A strange infection has taken root in one of your fighters that compels them to spread their tainted blood. Reveal this card at the start of the game and randomly choose one of the fighters in your crew. If this fighter is taken Out of Action with a Melee weapon, draw a random Gang Tactics card. If the chosen fighter was a Champion or Leader, you may choose the Gang Tactics card instead. |
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# Sub-plots The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs - each gang leader is akin to a general in the House's armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House's foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters - one which gang leaders ignore at their peril. House sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any of the scenarios, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional Tactics cards should they complete them. Players should decide during the pre-battle sequence if they want to use House Sub-plots, with both players needing to agree to include them. If they do, they will need a deck of playing cards. Each player shuffles the deck and draws a card without letting their opponent see it - starting with the player with the lower Gang Rating (if both players have the same rating, roll off). They then should consult the tables in this section to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponenet and draw two new cards (without showing them to their opponent) giving them two Sub-plots for the game. If ones of these cards is also a Joker card, then repeat the process, giving the player a total of three Sub-plots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded. ### Secret and Revealed Sub-plots are kept secret until completed or revealed. Unless the Sub-plot details when it is revealed, it will normally be revealed once it affects the battle with some effect or action. ### Voluntary Usage Each Sub-plot has some some criteria that must be achieved to receive the reward. All Sub-plots are voluntary, and if a gang deems the gain is not worth the cost, it can be kept dormant without any effect. ### Alignments If the Sub-plot specifies an alignment, it is safe to use for gangs with a matching alignment. If a gang from the opposite alignment claims it, an alignment test must be made after the battle, with a number of D6s rolled as specified. ### Voluntary to Claim A gang can always choose whether to claim a Sub-plot or not. ### Alliances Gangs with an Alliance can't use Sub-plots. :::danger House Rule (Necrodamus) Instead of declaring any Sub-plot specific actions or effects, a gang can declare using a secret action or effect. This way, the opponent gang knows that something is going on, but not exactly what. In addition, the opponent gang can demand that a Sub-plot is revealed if they have a fighter within 6” and LOS to a location where a secret action or effect takes place. ::: ## Generic Sub-plots The generic Sub-plots are organised by suit, with each suit representing a different theme. ### Industrial Sabotage (Spades ♠) _Gangs are often ordered to attack the infrastructure of rival Houses, there being no swifter way to force a House out of favour than to bring down their production output._ | Card | Sub-plot | | :-----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace ♠ | **Spudwrenching**<br />Attacks against machinery are a quick way for a House to hurt rivals, and many of the ancient technologies of Necromunda are completely irreplaceable. A fighter in your opponent’s deployment zone may make the Spudwrenching (Double) action – reveal this card the first time one of your fighters makes this action. Each time this action is successfully made, make a note. If one of your fighters can complete three Spudwrenching actions in a row, they have destroyed something vital to the opposing House and your gang gains D3+1 Reputation. | | 2 ♠ | **Spreading Unrest**<br />The House wants to start an uprising among their enemy’s workers and has tasked the gang with spreading seditious propaganda. A fighter in your opponent’s deployment zone may make the Graffiti (Double) action–reveal this card the first time one of your fighters makes this action. If this is successful, make a note. At the end of the game, if your gang has completed at least three Graffiti actions, then it gains D3 Reputation. | | 3 ♠ | **Superior Tools**<br />The House has given the gang an experimental weapon for their next battle, eager to see its effects. At the start of the game, reveal this card and randomly choose one of the fighters in your crew – for this game increase the Strength and Damage characteristic of one of their weapons by 1. If your gang wins the game, then the test was a success and the gang gains D3 Reputation. | | 4 ♠ | **Scorched Earth**<br />If the House can’t have it, then no one can. Reveal this card at the start of the game. If this is a Zone Mortalis game, destroy at least three doors. If this is a Sector Mechanicus game, choose a piece of terrain within 6" of the centre of the table and wreck it – count the terrain as having T8 and W8. This terrain is automatically hit by attacks, due to its large size. Wrecked terrain remains on the table but is considered to have been damaged in some significant way. If your gang is successful, they gain D3 Reputation. | | 5 ♠ | **Show Of Force**<br />Sometimes winning is not enough, and to really drive home the dominance of a House, its enemies need to be utterly crushed. At the end of the game, if there are at least five enemy fighters Out of Action (not counting those that have fled the battlefield), reveal this card to gain D3+1 Reputation for your gang. | | 6 ♠ | **The Stitch Up**<br />Houses routinely frame enemy fighters for crimes in order to bring their rivals into disrepute. Reveal this card at the start of the game and randomly choose a fighter from your opponent’s crew. When one of your fighters is in base contact with the chosen fighter, they may make the Plant Evidence (Basic) action. If successful, your gang gains D3 Reputation. If, at the end of the game, the enemy fighter has not been Seriously Injured or taken Out of Action, your gang gains an additional D3 Reputation. | | 7 ♠ | **Dangerous Ground**<br />A particular patch of turf is vital to your House and must be held at all costs. Reveal this card at the start of the game and choose a piece of terrain or game tile anywhere at least 12" from your deployment zone. If, at the end of the game, there are no enemy fighters within 6" of the piece of terrain or on the chosen game tile, your gang gains D3 Reputation. | | 8 ♠ | **Right Of Way**<br />The House needs a clear passage to move its goods through an area and wants the gang to make a path. Reveal this card at the end of the game. If at least four of your fighters are in your enemy’s deployment zone, your gang gains D6 Reputation. | | 9 ♠ | **Decapitating Strike**<br />Taking out a gang’s leadership is a sure way to put a spudwrench in their plans. Reveal this card when one of your fighters takes an enemy Leader or Champion Out of Action. At the end of the game if your opponent has no Leader or Champion models on the board, your gang gains D6 Reputation. | | 10 ♠ | **Meat For The Machine**<br />The meat harvesters are always offering good sums for fresh meat, and often gather on the levels below a gang fight to gather up the leftovers. If the actions of one of your fighters knocks an enemy down a pitfall, or causes them to fall from a height and be taken Out of Action, reveal this card and gain D3 Reputation. If, at the end of the game, three or more enemies have been knocked down pitfalls or are taken Out of Action by falls, your gang gains an additional D3 Reputation. | | Jack ♠ | **Contemptuous Takedown**<br />A good yarn about a contemptuous takedown is useful propaganda for the House. Reveal this cardif one of your fighters takes an enemy fighter Out of Action with an unarmed attack, and gain D3 Reputation for your gang. If the enemy fighter was a Leader or a Champion, gain D6 Reputation instead. | | Queen ♠ | **Juve Cull**<br />Separating the spores from the scum is good for all of the Houses, plus, it keeps the locals in line. Reveal this card if your gang has taken all of the opposing player’s Juves Out of Action. If your opponent has no Juves in their crew, reveal it if you take Out of Action the three Gangers with the lowest Credits value. Completing this Sub-plot earns your gang D6 Reputation. | | King ♠ | **Swift Victory**<br />A quick victory always impresses the House masters. Reveal this card at the end of the game if you won the scenario within 10 rounds or less and gain D6 Reputation for your gang. If you won the scenario in 5 rounds or fewer, your gang gains 2D6 Reputation instead. | ### Noble Whims (Hearts ♥) _Sometimes the personal whims of house nobles play themselves out through gang warfare and strange requests will come down from on-high._ | Card | Sub-plot | | :-----------------------------------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace <span style={{color: 'red'}}>♥</span> | **Extreme Displeasure**<br />For reasons known only to the noble, one of the enemy fighters has earned their ire. Reveal this card at the start of the game, after your opponent has selected their crew but before deploying any fighters. Your opponent should shuffle their crew deck and randomly select a fighter. If, at the end of the game, the selected fighter has been taken Out of Action, add D6x10 credits to the gang’s Stash. If the fighter was taken Out of Action with a Melee weapon, or with the Coup de Grace action, then add 2D6x10 credits instead. | | 2 <span style={{color: 'red'}}>♥</span> | **Noble Nephew**<br />News has arrived that one of the gang’s fighters is a distant relation to someone powerful and must be protected. Reveal this card at the start of the game and randomly choose one of your Juves, or if your gang does not contain any Juves, randomly select a Ganger instead. If, at the end of the game, the chosen fighter has not suffered any wounds, add 10 credits to the gang’s Stash. If they suffered no wounds, but managed to inflict at least one wound on an enemy, add D6x10 credits instead. After the game, it turns out that they were not related at all and that it was a clerical error. | | 3 <span style={{color: 'red'}}>♥</span> | **Lost Heirloom**<br />Some vitally important object has been lost by the noble and they want the gang to recover it for them – the only problem is the noble is not entirely sure where it is. If you are playing a Zone Mortalis game then the heirloom is in a ductway, if you are playing Sector Mechanicus then it is on one of the upper levels of a piece of terrain – any scenery feature roughly 12" or less across with a raised area counts. At any point during the game any of your fighters may make the Search (Double) action if they are within 3" of a ductway or on the upper levels of a piece of terrain – reveal this card the first time one of your fighters makes this action. When they do this, roll a D6. Ona 5+, or if this is the last unsearched ductway or terrain piece, they find the heirloom and gain 2D6x10 credits. Otherwise it is not in this ductway or terrain piece. | | 4 <span style={{color: 'red'}}>♥</span> | **A Warning**<br />The gang has a message to deliver and the noble wants to make sure the enemy Leader knows just who it is from. During this game, if one of your fighters makes a successful melee attack against the enemy Leader, you can reveal this card and choose not to roll to wound for any hits scored, ending the attack without effect, and adding D6x10 credits to the gang’s Stash. If the fighter that made the attack was your Leader, add 2D6x10 credits instead. | | 5 <span style={{color: 'red'}}>♥</span> | **Cruel And Unusual**<br />The noble likes to hear the piteous screams of their enemies, and has even sent the gang a vox recording device for just that purpose! If, at the end of the game, the actions of your fighters caused at least two enemy fighters to become Broken, reveal this card and add D3x10 credits to the gang’s Stash. If three or more enemy fighters were Broken, add D6x10 credits instead. | | 6 <span style={{color: 'red'}}>♥</span> | **Spyrer Style**<br />Appearance is everything for some nobles, and the gang has been told that they must wear the colours of a particular House luminary in their coming battle. Reveal this card at the start of the game. For this battle, your gang has been forced to wear garishly bright coats, huge floppy hats, or some invisible but no less ridiculous ostentation like distilled Phyrr Cat scent. Your opponent reduces the penalty to hit your fighters by 1 (i.e., full cover would provide -1 to hit and partial cover would give no benefit). If your gang wins the game, add 2D6x10 credits to the gang’s Stash. If they win without any fighters going Out of Action, add 3D6x10 credits instead. | | 7 <span style={{color: 'red'}}>♥</span> | **Recovery Job**<br />The enemy gang owes someone the noble knows money, and the noble wants the gang to collect. When one of your fighters is in base contact with any enemy fighter, they may make the Shakedown (Basic) action – reveal this card the first time one of your fighters makes this action to gain D3x10 credits. Shakedown actions taken against Champions and Leaders yield D6x10 credits instead. | | 8 <span style={{color: 'red'}}>♥</span> | **Death From Above**<br />The noble has a dark sense of humour and wants the gang to deliver his retribution ‘from on high’. If you take an enemy fighter Out of Action by having another fighter (either friendly or enemy) fall on them, reveal this card to gain 2D6x10 credits. If the enemy fighter was a Leader or Champion, gain 3D6x10 credits instead. | | 9 <span style={{color: 'red'}}>♥</span> | **A Suitable Spectacle**<br />The more blood the better is often the cry of the House masters. If an attack made by one of your fighters rolls 3 or more Injury dice at once, and at least one of the dice comes up as Out of Action, reveal this card and gain D6x10 credits. | | 10 <span style={{color: 'red'}}>♥</span> | **No Witnesses**<br />Sometimes a quiet kill is just what is required to advance the noble’s plans. Reveal this card when you take an enemy fighter Out of Action, and no enemy models have line of sight to either the enemy fighter, or the fighter that took them out, to gain D3x10 credits. If your fighter took out the model with a melee weapon, your gang gains D6x10 credits instead. | | Jack <span style={{color: 'red'}}>♥</span> | **Make Some Noise**<br />Some nobles want to set the hive on fire, just to watch it burn! Reveal this card at the end of any round when you have fired five or more weapons with the Blast, Rapid Fire or Blaze Trait, without causing any wounds, to gain 2D6x10 credits. | | Queen <span style={{color: 'red'}}>♥</span> | **Shadowing**<br />A noble wants the gang to keep an eye on an enemy fighter, to see how they fight and just what they are up to. Reveal this card at the start of the game and randomly choose a fighter from your opponent’s crew. Any fighter within 12" of the chosen fighter may make the Shadow (Double) action. A Shadowing fighter makes no other action this turn, but if its target moves it is also moved to remain within 12" of them – unlesss topped by impassable terrain or enemy models. If, at the end of the game, you have a fighter shadowing the target your gang gains D6 Reputation. | | King <span style={{color: 'red'}}>♥</span> | **Work For The Docs**<br />The noble has bought a share in a local sawbones holding and wants the gang to drum up business. Reveal this card at the end of the game. For every fighter, friend or foe, that went Out of Action but did not die (a 66 result on the Lasting Injury table), your gang gains D3x10 credits. Any fighters who rolled a Trip to the Docs provide D6x10 credits instead. | ### Unforgiving Underhive (Clubs ♣) _Knock-on effects from the great games played by the houses (and constant warfare between gangs) can change the fortunes of a gang even before the first round is fired._ | Card | Sub-plot | | :-----: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace ♣ | **Voxfailure**<br />Gangers must often make do with second rate equipment – whatever the House deigns to give them or what they can scrounge from underhive traders. Reveal this card at the start of the game. For the duration of the scenario, your Leader’s Leading by Example range is reduced to 6" and any of your fighters out of line of sight of any friendly models add 1 to their Leadership and Cool characteristics to a maximum of 12+. If your gang wins the game, every fighter that took part gains D3 Experience points in addition to any Experience rewards for the scenario. | | 2 ♣ | **Failed Assassination**<br />There are few rules when it comes to gang warfare, and some fighters are not above evening the odds before the battle has begun. Reveal this card at the start of the game and randomly select one of the fighters from your crew. For the duration of the game, the fighter must reduce their Move, WS, BS and S by 1. If the fighter survives the game without being Seriously Injured or taken Out of Action, they gain D6 Experience points in addition to any Experience rewards for the scenario. | | 3 ♣ | **Wandering Watchmen**<br /> One of the gang’s patrols is in the right place at the right time and has heard the sounds of battle. You may reveal this card at the start of any round. Randomly select D3 fighters that are not part of your crew and set them up in your deployment area. These fighters are now part of your crew for this scenario. If you lose the scenario, none of your fighters will gain any Experience for the game. | | 4 ♣ | **Loaded For Sump Spider**<br />Extra ammo rations have reached the gang and every fighter has pockets full of shells, bullets and power packs. Reveal this card at the start of the game. For the duration of the scenario, every fighter in your crew may re-roll failed ammo tests. However, all hits on your fighters from ranged weapons deal an extra point of Damage. Every fighter in your crew that survives the game without being taken Out of Action gains D3 experience points in addition to any experience rewards for the scenario. | | 5 ♣ | **Out Of Favour**<br />The gang’s House has fallen out of favour with the Imperial House and there is much dissention among the nobles. Lack of strong leadership and news of House gangs getting scragged has everyone on edge. Reveal this card at the start of the game. For the duration of the game, add 2 to the Cool characteristics of all of your fighters, to a maximum of 12+. If your gang wins the game, each fighter gains an additional D3 Experience points in addition to any noted in the scenario. If you win without any fighters going Out of Action, each fighter gains D6 extra Experience points instead. | | 6 ♣ | **House Spies**<br />Your gang’s plans have fallen into enemy hands. Reveal this card before either gang has deployed. You must set up before your opponent regardless of the normal rules for the scenario, and your opponent automatically wins the roll for Priority in the first turn. There after, your opponent gains a +1 on all rolls to determine who has Priority. Every fighter in your crew that survives the game without being taken Out of Action gains D3 Experience points in addition to any Experience rewards for the scenario. | | 7 ♣ | **Doppelganger**<br />One of your Gangers is not what they seem. Reveal this card the first time one of your Gangers (not Juves, Leader or Champions) is taken Out of Action. Instead of removing the model, leave them on the board – any effects, such as being on fire or having run out of ammo, are discarded and they are restored to their starting wounds. They now count as part of the opponent’s gang for the remainder of the scenario. If one of your fighters manages to take the imposter Out of Action, they gain D6 Experience points. No Lasting Injury roll is made for the imposter fighter as they were never really part of the battle. | | 8 ♣ | **A Bit Of Payback**<br />A simmering anger has taken over your gang – maybe one too many stories of comrades getting scragged or their rivals swanning about in their turf has got your fighters riled up. Reveal this card the first time one of your fighters successfully completes a Coup de Grace action to give that fighter an Experience point in addition to any Experience for taking an enemy Out of Action. For the remainder of the game, Coup de Grace actions taken by your fighters will award them an additional Experience point, provided that they have not already gained any Experience as a result of this card. | | 9 ♣ | **Bad Day**<br />Every gang boss has their off days; it’s just that sometimes it gets people killed. Reveal this card the first time either your Leader or one of your Champions activates – for the duration of the game, that Leader or Champion cannot make group activations. If the chosen fighter survives the game without being taken Out of Action, they gain D3 Experience points if they are a Champion, or D6 Experience points if they are a Leader. | | 10 ♣ | **Act Of Defiance**<br />If you’re going down, you might as well take as many with you as you can. Reveal this card if one of your fighters moves into base contact with two or more models to gain D3 Experience points for that fighter. If the fighter takes out all enemies in base contact in the same activation that this card is revealed, that fighter gains an additional D3 Experience points. | | Jack ♣ | **Grim Resolve**<br />Only the hard survive in Necromunda. Reveal this card when one of your fighters rallies from being Broken. That fighter gains one Experience point. For the remainder of the battle, every time one of your fighters rallies from being Broken, they will gain an Experience point unless they have already gained Experience as a result of this card. | | Queen ♣ | **Hazard Pay**<br />Overcoming the hazards of the underhive is often a challenge in itself. Reveal this card the first time one of your fighters successfully leaps over the pitfall, survives a fall that inflicts Damage or interacts with a hazard that could damage them and survives. That fighter gains one Experience point. For the remainder of the battle, every time one of your fighters survives a hazard in these ways they gain one experience point, unless they have already gained Experience as a result of this card. | | King ♣ | **Chemical Solutions**<br />The gang has been hitting the chems a bit hard, making them less likely to feel injuries but also more reckless! Reveal this card the first time one of your fighters suffers a Flesh Wound. For the duration of the game, your fighters ignore the effects of Flesh Wounds. However, when rolling on the Lasting Injuries table, they must roll twice and accept the higher result. At the end of the game, every fighter in the crew – that is still alive – gains an additional D3 Experience points. | ### Dark Influences (Diamonds ♦) _The Clan Houses are not the only ones that can conscript an underhive gang for their own agendas, and sometimes gang bosses will serve different masters, often without realising. The rewards of these unseen patrons may appear capricious or random, but in the fires of battle are rarely unwelcome._ | Card | Sub-plot | | :-----------------------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace <span style={{color: 'red'}}>♦</span> | **Outlaw Vendetta**<br />Guilders aren’t the only ones to put out bounties. Reveal this card at the end of any round in which four or more enemy fighters suffer a Serious Injury or are taken Out of Action by your gang. If these conditions are met, draw a random Gang Tactics card. | | 2 <span style={{color: 'red'}}>♦</span> | **Strangers In The Hive**<br />Eyes watch from the darkness, waiting for your gang to lure some prey into their grasp. Reveal this card when your gang takes an enemy fighter Out of Action with a melee attack who is out of line of sight and more than 12" from any models in their own gang. If these conditions are met, draw a random Gang Tactics card. | | 3 <span style={{color: 'red'}}>♦</span> | **Deathly Silence**<br />In the aftermath of a massacre, dark forces gather. Reveal this card if at least half of your opponent’s crew is either Seriously Injured, Out of Action, or held off the table as Reinforcements. If these conditions are met, draw a random Gang Tactics card. | | 4 <span style={{color: 'red'}}>♦</span> | **Mind Slavers**<br />A weak mind is fertile ground for predatory psykers. Reveal this card when an enemy fighter fails a Willpower test with a result of 10+. If these conditions are met, draw a random Gang Tactics card. | | 5 <span style={{color: 'red'}}>♦</span> | **Scrap Code**<br />A mysterious stranger has hired the gang to plant a code in the local cogitator network. Reveal this card at the start of the game and choose three pieces of terrain and/or door consoles at least 6" from your deployment area and at least 8" from each other. Fighters may make the Hacking (Double) action while within 1" of these points. If they do, make an Intelligence test for them – if successful, they have planted the code. If your gang can hack all three locations, draw a random Gang Tactics card. | | 6 <span style={{color: 'red'}}>♦</span> | **Cold Trade**<br />An enemy fighter is unwittingly carrying an off-world object of great interest to the Guilders. Reveal this card the first time one of your fighters sends an enemy fighter Out of Action either in melee or as part of a Coup de Grace action – then roll a D6, adding 1 to the result for each enemy fighter previously sent Out of Action in melee or with a Coup de Grace action. If the result is 6+, your gang has found the object and you may draw a random Gang Tactics card. | | 7 <span style={{color: 'red'}}>♦</span> | **Suppression Order**<br />Keeping an enemy gang kissing the ground is a good way of letting them know their place. Reveal this card at the end of any round in which every enemy fighter on the board is Prone. If these conditions are met, draw one random Gang Tactics card. | | 8 <span style={{color: 'red'}}>♦</span> | **Official Secrets**<br />Enforcers want some evidence on a gang Leader. When one of your fighters activates within 6" of your opponent’s Leader, they may make the Pict Capture (Double) action. If a model that has taken this action begins their activation in your deployment area, you can remove them from the game (they do not count as going Out of Action) and draw a random Gang Tactics card. | | 9 <span style={{color: 'red'}}>♦</span> | **A Little Surprise**<br />The gang has been given an opportunity to help with some urban renewal. Reveal this card at the start of the game and randomly select one of your crew to carry the bomb. The bomb carrier can make the Plant Bomb (Double) action. If the bomb carrier completes this action three times within 6" of the centre of the board, the bomb has been planted and you can draw a random Gang Tactics card. Should the bomb carrier go Out of Action before planting the bomb, work out the effects of a frag trap as if it had gone off centred on the bomb carrier’s position. | | 10 <span style={{color: 'red'}}>♦</span> | **The Payoff**<br />Credits often work as well as bullets to change someone’s mind. For this battle, your fighters can make the Bribe (Basic) action if they are in base contact with an enemy Ganger or Juve (though not the Leader or a Champion). Reveal this card the first time one of your fighters makes this action. When an enemy is bribed they must make a Willpower test. If successful, the action has no effect. Otherwise, the enemy gang receives D3x10 Credits and the bribed Ganger is removed from the board. They do not count as being taken Out of Action. As soon as an enemy has been successfully bribed, discard this card and draw a random Gang Tactics card. | | Jack <span style={{color: 'red'}}>♦</span> | **Guilder Packet**<br />Guilders like to use gangers as couriers in the underhive, because they don’t ask too many questions. Reveal this card at the start of the game and then randomly select one of your crew to be the courier. At the end of any round, if the courier is in the enemy’s deployment area, you can discard this card and remove the courier from the board (they do not count as going Out of Action) and draw a random Gang Tactics card. | | Queen <span style={{color: 'red'}}>♦</span> | **Dark Offering**<br />Dark powers demand their due. Reveal this card at the start of the game and choose a point on the board at least 12" from your deployment area. If, at any time, there are three or more Seriously Injured fighters within 6" of the chosen point, discard this card and draw a random Gang Tactics card. | | King <span style={{color: 'red'}}>♦</span> | **Bad Blood**<br />A strange infection has taken root in one of your fighters that compels them to spread their tainted blood. Reveal this card at the start of the game and randomly choose one of the fighters in your crew. If this fighter is taken Out of Action with a Melee weapon, draw a random Gang Tactics card. If the chosen fighter was a Champion or Leader, you may choose the Gang Tactics card instead. |
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# The Post-Battle Sequence Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. Wrap-Up During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### Succumbing To Injuries If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### Being Captured After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - -1 if the battle was a draw. - -2 if the fighter’s gang lost the battle. - -2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### Claiming Scrap If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### Captive Fighters Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### Trading Captive Models At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. Assign/Reassign Territory The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. Receive Rewards Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. :::danger House Rule (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ::: ### Gaining And Losing Reputation Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. Collect Income Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. Post-Battle Actions During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### Trade The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### Sell To The Guilders The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### Claim Bounties Law Abiding gangs can [claim bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘Dispose’ Of Captives As described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### Medical Escort The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | **Full Recovery:** The fighter goes into Recovery, but suffers no lasting effects. | ### Negotiate Repairs The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | **Quality Repairs:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | **Superficial Damage:** The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. Update Roster During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. Clean House After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. Visit The Trading Post The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. :::info ### The Black Market, Rarity And Legality Ratings Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). ::: :::info ### Post-Battle Actions Timings Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ::: ### C. Gain Boons From Territories Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. Distribute Equipment Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a \* taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](core-gang-creation.md#equipment-sets). ### E. Purchase Advancements In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](/docs/the-rules/gaining-experience#advancements). ### F. Update Gang Rating Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. Report Results Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs.
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# The Post-Battle Sequence Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. Wrap-Up During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### Succumbing To Injuries If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### Being Captured After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - -1 if the battle was a draw. - -2 if the fighter’s gang lost the battle. - -2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### Claiming Scrap If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### Captive Fighters Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### Trading Captive Models At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. Assign/Reassign Territory The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. Receive Rewards Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. :::danger House Rule (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ::: ### Gaining And Losing Reputation Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. Collect Income Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. Post-Battle Actions During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### Trade The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### Sell To The Guilders The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### Claim Bounties Law Abiding gangs can [claim bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘Dispose’ Of Captives As described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### Medical Escort The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | **Full Recovery:** The fighter goes into Recovery, but suffers no lasting effects. | ### Negotiate Repairs The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | **Quality Repairs:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | **Superficial Damage:** The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. Update Roster During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. Clean House After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. Visit The Trading Post The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. :::info ### The Black Market, Rarity And Legality Ratings Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). ::: :::info ### Post-Battle Actions Timings Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ::: ### C. Gain Boons From Territories Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. Distribute Equipment Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a \* taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](core-gang-creation.md#equipment-sets). ### E. Purchase Advancements In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](/docs/the-rules/gaining-experience#advancements). ### F. Update Gang Rating Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. Report Results Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs.
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# Weapon Traits :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ### Backstab +1 Strength when outside the target’s vision arc. ### Blast (3”/5”) The weapon utilises a Blast marker. ### Blaze A target not taken Out of Action catch fire on 4+. When activated while subject to this condition, act as follows (cannot make any actions): 1. Suffer a S3, AP -1 hit. 2. Move: - If Engaged or Seriously Injured, no move is made.→ Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. Roll a 6+ to put out flames (with modifiers): - +2 if Pinned. - +1 per friendly Active fighters within 1”.4) Then the activation ends. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Burrowing Can be used against targets outside LOS: - Place the Blast (3") anywhere on any level (ignoring LOS). - Scatter 2D6” (instead of hit roll). - If scatter result is a 'Hit', the Blast doesn't scatter. - Otherwise, ignore impassable terrain (when scattering 2D6"). - No effect if scattering off the battlefield (wasted). At the start of the End phase of the round this weapon was fired, any fighters touched by the blast is hit by the weapon. ### Chem Delivery Declare what type of equipped chem is used. If the weapon also has Toxin or Gas, these Traits can be used instead. Instead of making a wound roll, roll equal to or higher than the Toughness (inverse Toughness test) to inflict the dose. A result of 6 (before modifiers) always succeeds. ### Combi A combi-weapon has 2 profiles. When fired, pick a profile for the attack. - Roll twice for Ammo tests and apply the worst result. - If one profile runs Out of Ammo, the other can still fire (unless also Out of Ammo). In addition, some weapons are worsened when part of combi: - Plasma: Only low power mode. - Grenade launcher ammo that get Single Shot: - Anti-plant - Frag - Flare - Flamer and hand flamer: Unstable. - Needler/Needle rifle: Decrease Short Range Accuracy and AP by 1. :::tip YAQ Additional ammo can be loaded in to combi-weapons: - Dumdum rounds gain Combi. - Grenades gain Combi and Single shot. Hotshot las pack can't be fitted to combi weapons. ::: ### Concussion -2 Initiative/Handling (minimum 6+) until the end of the round. ### Cursed When hit, pass a Willpower test or become Insane. ### Defoliate Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies lose a wound and are removed from the battlefield if they suffer an Out of Action result on the Injury dice. ### Demolition Can use the Grenade in close combat attacks against scenery targets (doors/objectives). Apply a single automatic hit (regardless of Attack dice). ### Digi Mounted on a ring or hidden inside a glove. Can be used in addition to any other Melee weapons, granting an additional close combat attack. Does not count towards the maximum number of weapons a fighter can carry. A fighter can carry up to 10 Digi weapons. ### Disarm If the hit is 6 (before modifiers), the target can't use any weapons when making Reaction attacks for the rest of the round - they make unarmed attacks instead. ### Drag If hit (and not taking the target Out of Action), the target can be dragged closer to the attacker. Roll a D6, if the result is equal to or higher than the target’s Strength, the target is dragged D3” straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale trait, only the last fighter to be hit can be dragged. ### Entangle Hits can't be negated by the Parry trait. In addition, if the hit is a 6 (before modifiers), any reaction attacks from the target suffer a -2 modifier. ### Fear Instead of suffering an Injury roll, the target must pass a Nerve test with a -2 modifier or immediately become Broken (run for cover). ### Fixed Represented by a weapon on its own base (not equipped by a fighter). A fighter beginning the activation B2B can spend a Double action (Move Weapon) to make a single Move, then place the weapon in B2B (after moving). If B2B with a fixed weapon (and no enemies in B2B with the fixed weapon), a fighter can aim, shoot and reload it as normal. ### Flare A fighter hit becomes Revealed (if in darkness). If using Blast, leave it in place. While on the board, all models at least touched by it are illuminated and are Revealed. In the End phase, the flare goes out and is removed on a 4+. ### Flash Instead of making a wound roll for models hit, pass an Initiative/Handling test or become subject to the Blind condition. If Ready, the model is no longer Ready. Or if not Ready, the model is not readied at the start of the following round. Reaction attacks only hit on a 6 (before modifiers). No other attacks can be made until the next activation. ### Gas Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). No save roll can be made. - Fighters: Not Pinned when hit. - Vehicles: Use the Rear Toughness. If successful, inflict a Driver Wounded result. Notes: - The target's Wounds are not affected. - YAQ: Inorganic targets are not affected. ### Graviton Pulse Instead of making a wound roll: - Fighter: Pass a Strength test or suffer Damage. No save roll can be made. - Vehicle: Roll equal to or higher than the Toughness (against the facing hit) to inflict a hit to the Body. Save roll can be made. Leave any Blast marker in place for the rest of the round. It counts as difficult terrain and can't be ignored (for example by vehicle special rules). ### Grenade Grenades are Wargear (not a weapon), but treated as a special type of ranged weapon that can be thrown as a Shoot (Basic) action. Grenades do not have Short range. Long range is determined by multiplying the fighter’s Strength. Do not roll Firepower dice for Grenades, instead always make an Ammo test. Grenades can't be reloaded - once they are gone, they are gone for the entire battle. ### Gunk Gain the Gunk condition: - -1” M (minimum 1”). - Don’t add D3” when making a charging. - -1 modifier to Initiative tests. - Catch fire on 2+ (rather than 4+) when hit by Blaze weapons. The Gunked condition lasts until the End phase or the fighter catches fire after being hit by a Blaze weapon. ### Haemophagic When resolving a Toxin attack with this weapon, apply a +1 modifier if this weapon has previously hit the target ### Hexagrammatic Hits ignore Psychic power saves. 2x damage against Psykers. ### Impale If a target is wounded, the projectile continues through and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1” of this line, and within the weapon’s Long Range, the one that is closest to the target is hit on a 3+ with -1 Strength per subsequent hit. The projectile can continue through multiple fighters until the Strength is reduced to 0. ### Ironhead (Weapon Variant) Improved version: Rapid Fire (+1). Heavy Flamer also reduce Ammo to 6+. Note: Probably can't take any additional ammo. ### Knockback If the hit roll is equal or higher than the target fighter’s Strength, the target is moved 1” directly away. If the target can't be moved the full 1” (because of walls, obstacles or other models), move as far as possible and increase the Damage by 1. If any part of the base is knocked back over an edge, pass an Initiative test or fall. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the centre of the Blast was over the centre of the base, roll a Scatter to determine the direction to move. In Melee, the attacking fighter can choose to follow up, moving directly towards them to remain in B2B. If the attack was made across a barricade, the attacker can't do this. ### Lance +1S while Mounted when Charging or Ride By. ### Lance-bomb The first successful hit scored by this weapon each battle is resolved using the Primed profile, all subsequent hits are resolved using the Spent profile. ### Limited When limited ammo run out, that type is permanently lost and can't be used again until more is purchased. The weapon can still be reloaded using any remaining profile(s). :::tip YAQ Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost. ::: ### Master-crafted (Weapon Variant) Once per battle, re-roll a single failed hit roll. ### Melee Applies to all weapons with range E (Engaged). Can be used during close combat attacks. ### Melta Applies to short range hits (or any hit if there is no short range): - Fighters: If reduced to 0 Wounds, any Injury dice are automatically Out of Action (no need to roll). - Vehicles: +1 Damage dice. ### Paired Applies to all weapons explicitly purchased as “paired”. Counts as being equipped with dual Melee weapons when calculating the number of Attack dice. Double the base Attacks characteristic when charging. ### Parry In close combat, the defender can force the attacker to re-roll one successful hit. If armed with two Parry weapons, two successful hits can be re-rolled instead. ### Phase Ignore saves from armour and field armour (saves from special rules can still be used). ### Plentiful Ammo tests are automatically passed (no roll is required) when reloading. ### Power - Can't be parried except by other Power weapons. - A hit roll of 6 gives: - Ignores Save rolls (except Field armour). - +1 Damage (does not apply in combination with certain other traits like Toxin). - Pitch Black: Revealed (when used). ### Power Pack - 0-2 weapons with this trait per fighter. - Doesn't take up any regular weapon slots. - If also Melee, grants 1 bonus attack (in addition to other weapons carried by the fighter). ### Psychomancer's Harness - +2" M. - Climb without penalty. - 2x Psychomantic claws. - -1 weapon slot (reduced to 2). - Cannot carry Unwieldy or two-handed weapons (\*). ### Pulverise After inflicting an Injury roll, a D6 can be rolled. If the result is equal or higher than the target’s Toughness, or a 6 (before modifiers), apply the following: - Fighter: Change an Injury dice from Flesh Wound to Serious Injury. - Vehicle: +1 Damage dice. ### Rad-phage After fully resolving all hits, roll 4+ per fighter hit to inflict a single Flesh Wound. ### Rapid Fire (X) A successful hit scores a number of hits equal to the number of bullet holes on the Firepower dice. The amount of dice that can be rolled is up to the number shown in brackets (for example, Rapid Fire (2) allows for up to 2 Firepower dice to be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more fail, the gun has jammed and can't be used for the rest of the battle. The first shot must be allocated to the original target. Additional shots can be allocated to other targets that are within range, in line of sight and within 3” of the original target. Additional targets can't be harder to hit than the original target. Allocate all hits before making any wound rolls. Blasts (roll hit & Rapid Fire as normal): - Hit: Place any extra Blasts within 3" of the original target. - Miss: All Blasts scatter separately from the original target. Template (roll Rapid Fire as normal): - The additional hits applies to the first target (closest to the attacker). ### Reckless Ignores Target priority. Randomize the target from all eligible targets (friend & foe). - Ranged: Targets in the attacker’s LOS and range of the weapon. - Rapid Fire: Additional hits must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, choose where any spare hits are allocated. - Melee: Targets in B2B (or within range of Versatile). ### Reclaimed / Scavenged Worse version, gain one of the following: - Plentiful: Lose Plentiful. - Otherwise: Ammo reduced by 1. ### Rending If the wound roll is a 6+: - Fighter: +1 Damage. - Vehicle: +1 Damage dice. ### Scarce Can't be reloaded - once Out of Ammo, this weapon can't be used again during the battle. ### Scattershot If hit, inflict D6 wound rolls instead of 1. ### Seismic A wound roll of 6 (before modifiers) ignores save rolls. - Fighter: Always Pinned - even if an ability would normally allow to avoid being Pinned by ranged attack hits. - Vehicle: Pass a Hnd test or Lose Control. :::note It seems the Pinning effect of Seismic is mainly used to deny the Nerves of Steel skill. The Chaos Spawn is unaffected. ::: ### Sever Injury rolls inflicted with this weapon are automatically Out of Action. ### Shock If the hit roll is a 6 (before modifiers), the attack automatically wounds. ### Shield Grants improved save against attacks from the 90° front. - Melee attacks: +2 Save modifier. - Ranged attacks: +1 Save modifier. Use the centre of the attacking fighter’s base when measuring the angle. If hit by Blasts, use the centre of the Blast. If the target does not have a facing (for example being Prone before the attack), the shield can't be used. ### Shield Breaker Ignore the effects of shields. Field armours must roll twice and apply the lowest result. ### Shred Double the AP if the Wound roll is a 6 (before modifiers). ### Sidearm Applies to all pistols (and ammo) with the following exceptions: - Blast/Template - Compact autopistol (gun skull) - Stub gun (Static) - Digi-autopistol (D060-K13) Can be used for both ranged and close combat attacks. Twin guns blazing:<br /> A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. Fully resolve each attack in turn. - Fully resolve each attack in turn (one after the other). - Must be made against the same target. - -1 to hit. Close combat: - Accuracy modifiers does not apply. - Firepower dice are applied as normal. - Max 1 attack per sidearm. ### Silent - Sneak Attack (scenario special rule): No test to see whether the alarm is raised when this weapon is fired. - Pitch Black (scenario special rule): A Hidden fighter is not Revealed when using this weapon. ### Single Shot Can only be used once per battle. Counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. ### Smoke Does not cause hits, Pinning or Wounds. Instead, mark the hit location with a counter. The smoke extends 2.5” vertically and horizontally from the centre. Fighters can move through smoke, but it blocks line of sight, so attacks can't be made into, out of or through it. In the End phase, roll a 5+ or remove the cloud. ### Template Applies to all weapons with range T (Template).Use the Flame template to determine how many targets are hit. ### Toxin Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). Notes: - Armour saves can be made as normal. - The target's Wounds are not affected. -Vehicles: Not affected. - YAQ: Inorganic targets are not affected. ### Unstable If the Ammo symbol is rolled when attacking, roll a 4+ or the attacker suffers a catastrophic overload (depending of type): - Fighter: Out of Action - Vehicle: The weapon can't be used again this battle and suffer a Catastrophic hit to the body (lose 1 wound, or 2 if no weapons remain, pass a Hnd test or Lose Control). The attack is still resolved against the target. :::note When used with an effect which forces an Ammo roll without Firepower dice (for example Grenade), the 4+ Unstable test must always be made. ::: ### Twin-linked (Weapon Variant) Re-roll any number of ammo dice. ### Unwieldy - Ranged: A Shoot action counts as a Double action (instead of Basic). - Melee: Requires 2 hands so a second weapon can't be used at the same time (dual wielding). :::danger House Rule (Necrodamus, A&A) Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. ::: ### Versatile Applies to all Melee weapons with a long range.A fighter with a Versatile weapon does not need to be B2B with an enemy fighter to Engage and attack in melee (can stop within the versatile range to fight). The extended melee range only applies for: - The attackers activation. - When making Reaction attacks. Note that the target must be within vision arc and Long range. The target is considered to be Engaged, but may not in turn be Engaging the attacker (with Versatile) unless also having a Versatile weapon, and so may not be able to make Reaction attacks. At all times other than during this fighter’s activation or when making Reaction attacks, Versatile has no effect. :::note Only fighters B2B can grant assists! ::: ### Vortex A fighter who is hit by a weapon with the Vortex trait must make an Initiative test. If successful, move them the shortest distance to avoid the Blast marker. Otherwise, they immediately go Out of Action. Any obstacles touched by a Vortex Blast marker are also removed from the battlefield. If a vehicle is hit by a weapon with the Vortex trait, they are immediately Wrecked and removed from the battlefield. After working out the effects of an attack with a weapon with the Vortex trait, leave the blast marker on the battlefield. At the start of each End phase, roll on the Vortex Stability table for each Vortex Blast marker: #### Vortex Stability Table | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The vortex vanishes with no further effect. Remove the Blast marker. | | 3-4 | The vortex remains unchanged. Any models coming into contact with the Vortex Blast marker in the subsequent round count as being hit by it. | | 5-6 | Move the Vortex Blast marker D6+2" in a random direction (as determined by the Scatter dice). | Any models or terrain in its path or under the Blast marker when it stops count as being hit by it. ### Web A successful wound roll inflicts an automatic Seriously Injured result (Webbed). No save roll can be made. Roll for Recovery during the End phase and apply the result as normal, with the following exceptions: - Flesh Wound: No longer webbed. - Seriously Injured: Still webbed. - Out of Action: 'Out Cold' (no Lasting Injury roll). **Note:** Flesh Wound are applied as normal. A Webbed fighter does not succumb to their injuries and will automatically recover. When rolling to determine if any enemy fighters are captured at the end of the battle, add +1 to the dice roll for each enemy fighter currently Webbed and add them among any eligible to be Captured. Vehicles: Not affected.
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# Weapon Traits :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ### Backstab +1 Strength when outside the target’s vision arc. ### Blast (3”/5”) The weapon utilises a Blast marker. ### Blaze A target not taken Out of Action catch fire on 4+. When activated while subject to this condition, act as follows (cannot make any actions): 1. Suffer a S3, AP -1 hit. 2. Move: - If Engaged or Seriously Injured, no move is made.→ Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. Roll a 6+ to put out flames (with modifiers): - +2 if Pinned. - +1 per friendly Active fighters within 1”.4) Then the activation ends. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Burrowing Can be used against targets outside LOS: - Place the Blast (3") anywhere on any level (ignoring LOS). - Scatter 2D6” (instead of hit roll). - If scatter result is a 'Hit', the Blast doesn't scatter. - Otherwise, ignore impassable terrain (when scattering 2D6"). - No effect if scattering off the battlefield (wasted). At the start of the End phase of the round this weapon was fired, any fighters touched by the blast is hit by the weapon. ### Chem Delivery Declare what type of equipped chem is used. If the weapon also has Toxin or Gas, these Traits can be used instead. Instead of making a wound roll, roll equal to or higher than the Toughness (inverse Toughness test) to inflict the dose. A result of 6 (before modifiers) always succeeds. ### Combi A combi-weapon has 2 profiles. When fired, pick a profile for the attack. - Roll twice for Ammo tests and apply the worst result. - If one profile runs Out of Ammo, the other can still fire (unless also Out of Ammo). In addition, some weapons are worsened when part of combi: - Plasma: Only low power mode. - Grenade launcher ammo that get Single Shot: - Anti-plant - Frag - Flare - Flamer and hand flamer: Unstable. - Needler/Needle rifle: Decrease Short Range Accuracy and AP by 1. :::tip YAQ Additional ammo can be loaded in to combi-weapons: - Dumdum rounds gain Combi. - Grenades gain Combi and Single shot. Hotshot las pack can't be fitted to combi weapons. ::: ### Concussion -2 Initiative/Handling (minimum 6+) until the end of the round. ### Cursed When hit, pass a Willpower test or become Insane. ### Defoliate Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies lose a wound and are removed from the battlefield if they suffer an Out of Action result on the Injury dice. ### Demolition Can use the Grenade in close combat attacks against scenery targets (doors/objectives). Apply a single automatic hit (regardless of Attack dice). ### Digi Mounted on a ring or hidden inside a glove. Can be used in addition to any other Melee weapons, granting an additional close combat attack. Does not count towards the maximum number of weapons a fighter can carry. A fighter can carry up to 10 Digi weapons. ### Disarm If the hit is 6 (before modifiers), the target can't use any weapons when making Reaction attacks for the rest of the round - they make unarmed attacks instead. ### Drag If hit (and not taking the target Out of Action), the target can be dragged closer to the attacker. Roll a D6, if the result is equal to or higher than the target’s Strength, the target is dragged D3” straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale trait, only the last fighter to be hit can be dragged. ### Entangle Hits can't be negated by the Parry trait. In addition, if the hit is a 6 (before modifiers), any reaction attacks from the target suffer a -2 modifier. ### Fear Instead of suffering an Injury roll, the target must pass a Nerve test with a -2 modifier or immediately become Broken (run for cover). ### Fixed Represented by a weapon on its own base (not equipped by a fighter). A fighter beginning the activation B2B can spend a Double action (Move Weapon) to make a single Move, then place the weapon in B2B (after moving). If B2B with a fixed weapon (and no enemies in B2B with the fixed weapon), a fighter can aim, shoot and reload it as normal. ### Flare A fighter hit becomes Revealed (if in darkness). If using Blast, leave it in place. While on the board, all models at least touched by it are illuminated and are Revealed. In the End phase, the flare goes out and is removed on a 4+. ### Flash Instead of making a wound roll for models hit, pass an Initiative/Handling test or become subject to the Blind condition. If Ready, the model is no longer Ready. Or if not Ready, the model is not readied at the start of the following round. Reaction attacks only hit on a 6 (before modifiers). No other attacks can be made until the next activation. ### Gas Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). No save roll can be made. - Fighters: Not Pinned when hit. - Vehicles: Use the Rear Toughness. If successful, inflict a Driver Wounded result. Notes: - The target's Wounds are not affected. - YAQ: Inorganic targets are not affected. ### Graviton Pulse Instead of making a wound roll: - Fighter: Pass a Strength test or suffer Damage. No save roll can be made. - Vehicle: Roll equal to or higher than the Toughness (against the facing hit) to inflict a hit to the Body. Save roll can be made. Leave any Blast marker in place for the rest of the round. It counts as difficult terrain and can't be ignored (for example by vehicle special rules). ### Grenade Grenades are Wargear (not a weapon), but treated as a special type of ranged weapon that can be thrown as a Shoot (Basic) action. Grenades do not have Short range. Long range is determined by multiplying the fighter’s Strength. Do not roll Firepower dice for Grenades, instead always make an Ammo test. Grenades can't be reloaded - once they are gone, they are gone for the entire battle. ### Gunk Gain the Gunk condition: - -1” M (minimum 1”). - Don’t add D3” when making a charging. - -1 modifier to Initiative tests. - Catch fire on 2+ (rather than 4+) when hit by Blaze weapons. The Gunked condition lasts until the End phase or the fighter catches fire after being hit by a Blaze weapon. ### Haemophagic When resolving a Toxin attack with this weapon, apply a +1 modifier if this weapon has previously hit the target ### Hexagrammatic Hits ignore Psychic power saves. 2x damage against Psykers. ### Impale If a target is wounded, the projectile continues through and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1” of this line, and within the weapon’s Long Range, the one that is closest to the target is hit on a 3+ with -1 Strength per subsequent hit. The projectile can continue through multiple fighters until the Strength is reduced to 0. ### Ironhead (Weapon Variant) Improved version: Rapid Fire (+1). Heavy Flamer also reduce Ammo to 6+. Note: Probably can't take any additional ammo. ### Knockback If the hit roll is equal or higher than the target fighter’s Strength, the target is moved 1” directly away. If the target can't be moved the full 1” (because of walls, obstacles or other models), move as far as possible and increase the Damage by 1. If any part of the base is knocked back over an edge, pass an Initiative test or fall. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the centre of the Blast was over the centre of the base, roll a Scatter to determine the direction to move. In Melee, the attacking fighter can choose to follow up, moving directly towards them to remain in B2B. If the attack was made across a barricade, the attacker can't do this. ### Lance +1S while Mounted when Charging or Ride By. ### Lance-bomb The first successful hit scored by this weapon each battle is resolved using the Primed profile, all subsequent hits are resolved using the Spent profile. ### Limited When limited ammo run out, that type is permanently lost and can't be used again until more is purchased. The weapon can still be reloaded using any remaining profile(s). :::tip YAQ Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost. ::: ### Master-crafted (Weapon Variant) Once per battle, re-roll a single failed hit roll. ### Melee Applies to all weapons with range E (Engaged). Can be used during close combat attacks. ### Melta Applies to short range hits (or any hit if there is no short range): - Fighters: If reduced to 0 Wounds, any Injury dice are automatically Out of Action (no need to roll). - Vehicles: +1 Damage dice. ### Paired Applies to all weapons explicitly purchased as “paired”. Counts as being equipped with dual Melee weapons when calculating the number of Attack dice. Double the base Attacks characteristic when charging. ### Parry In close combat, the defender can force the attacker to re-roll one successful hit. If armed with two Parry weapons, two successful hits can be re-rolled instead. ### Phase Ignore saves from armour and field armour (saves from special rules can still be used). ### Plentiful Ammo tests are automatically passed (no roll is required) when reloading. ### Power - Can't be parried except by other Power weapons. - A hit roll of 6 gives: - Ignores Save rolls (except Field armour). - +1 Damage (does not apply in combination with certain other traits like Toxin). - Pitch Black: Revealed (when used). ### Power Pack - 0-2 weapons with this trait per fighter. - Doesn't take up any regular weapon slots. - If also Melee, grants 1 bonus attack (in addition to other weapons carried by the fighter). ### Psychomancer's Harness - +2" M. - Climb without penalty. - 2x Psychomantic claws. - -1 weapon slot (reduced to 2). - Cannot carry Unwieldy or two-handed weapons (\*). ### Pulverise After inflicting an Injury roll, a D6 can be rolled. If the result is equal or higher than the target’s Toughness, or a 6 (before modifiers), apply the following: - Fighter: Change an Injury dice from Flesh Wound to Serious Injury. - Vehicle: +1 Damage dice. ### Rad-phage After fully resolving all hits, roll 4+ per fighter hit to inflict a single Flesh Wound. ### Rapid Fire (X) A successful hit scores a number of hits equal to the number of bullet holes on the Firepower dice. The amount of dice that can be rolled is up to the number shown in brackets (for example, Rapid Fire (2) allows for up to 2 Firepower dice to be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more fail, the gun has jammed and can't be used for the rest of the battle. The first shot must be allocated to the original target. Additional shots can be allocated to other targets that are within range, in line of sight and within 3” of the original target. Additional targets can't be harder to hit than the original target. Allocate all hits before making any wound rolls. Blasts (roll hit & Rapid Fire as normal): - Hit: Place any extra Blasts within 3" of the original target. - Miss: All Blasts scatter separately from the original target. Template (roll Rapid Fire as normal): - The additional hits applies to the first target (closest to the attacker). ### Reckless Ignores Target priority. Randomize the target from all eligible targets (friend & foe). - Ranged: Targets in the attacker’s LOS and range of the weapon. - Rapid Fire: Additional hits must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, choose where any spare hits are allocated. - Melee: Targets in B2B (or within range of Versatile). ### Reclaimed / Scavenged Worse version, gain one of the following: - Plentiful: Lose Plentiful. - Otherwise: Ammo reduced by 1. ### Rending If the wound roll is a 6+: - Fighter: +1 Damage. - Vehicle: +1 Damage dice. ### Scarce Can't be reloaded - once Out of Ammo, this weapon can't be used again during the battle. ### Scattershot If hit, inflict D6 wound rolls instead of 1. ### Seismic A wound roll of 6 (before modifiers) ignores save rolls. - Fighter: Always Pinned - even if an ability would normally allow to avoid being Pinned by ranged attack hits. - Vehicle: Pass a Hnd test or Lose Control. :::note It seems the Pinning effect of Seismic is mainly used to deny the Nerves of Steel skill. The Chaos Spawn is unaffected. ::: ### Sever Injury rolls inflicted with this weapon are automatically Out of Action. ### Shock If the hit roll is a 6 (before modifiers), the attack automatically wounds. ### Shield Grants improved save against attacks from the 90° front. - Melee attacks: +2 Save modifier. - Ranged attacks: +1 Save modifier. Use the centre of the attacking fighter’s base when measuring the angle. If hit by Blasts, use the centre of the Blast. If the target does not have a facing (for example being Prone before the attack), the shield can't be used. ### Shield Breaker Ignore the effects of shields. Field armours must roll twice and apply the lowest result. ### Shred Double the AP if the Wound roll is a 6 (before modifiers). ### Sidearm Applies to all pistols (and ammo) with the following exceptions: - Blast/Template - Compact autopistol (gun skull) - Stub gun (Static) - Digi-autopistol (D060-K13) Can be used for both ranged and close combat attacks. Twin guns blazing:<br /> A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. Fully resolve each attack in turn. - Fully resolve each attack in turn (one after the other). - Must be made against the same target. - -1 to hit. Close combat: - Accuracy modifiers does not apply. - Firepower dice are applied as normal. - Max 1 attack per sidearm. ### Silent - Sneak Attack (scenario special rule): No test to see whether the alarm is raised when this weapon is fired. - Pitch Black (scenario special rule): A Hidden fighter is not Revealed when using this weapon. ### Single Shot Can only be used once per battle. Counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. ### Smoke Does not cause hits, Pinning or Wounds. Instead, mark the hit location with a counter. The smoke extends 2.5” vertically and horizontally from the centre. Fighters can move through smoke, but it blocks line of sight, so attacks can't be made into, out of or through it. In the End phase, roll a 5+ or remove the cloud. ### Template Applies to all weapons with range T (Template).Use the Flame template to determine how many targets are hit. ### Toxin Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). Notes: - Armour saves can be made as normal. - The target's Wounds are not affected. -Vehicles: Not affected. - YAQ: Inorganic targets are not affected. ### Unstable If the Ammo symbol is rolled when attacking, roll a 4+ or the attacker suffers a catastrophic overload (depending of type): - Fighter: Out of Action - Vehicle: The weapon can't be used again this battle and suffer a Catastrophic hit to the body (lose 1 wound, or 2 if no weapons remain, pass a Hnd test or Lose Control). The attack is still resolved against the target. :::note When used with an effect which forces an Ammo roll without Firepower dice (for example Grenade), the 4+ Unstable test must always be made. ::: ### Twin-linked (Weapon Variant) Re-roll any number of ammo dice. ### Unwieldy - Ranged: A Shoot action counts as a Double action (instead of Basic). - Melee: Requires 2 hands so a second weapon can't be used at the same time (dual wielding). :::danger House Rule (Necrodamus, A&A) Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. ::: ### Versatile Applies to all Melee weapons with a long range.A fighter with a Versatile weapon does not need to be B2B with an enemy fighter to Engage and attack in melee (can stop within the versatile range to fight). The extended melee range only applies for: - The attackers activation. - When making Reaction attacks. Note that the target must be within vision arc and Long range. The target is considered to be Engaged, but may not in turn be Engaging the attacker (with Versatile) unless also having a Versatile weapon, and so may not be able to make Reaction attacks. At all times other than during this fighter’s activation or when making Reaction attacks, Versatile has no effect. :::note Only fighters B2B can grant assists! ::: ### Vortex A fighter who is hit by a weapon with the Vortex trait must make an Initiative test. If successful, move them the shortest distance to avoid the Blast marker. Otherwise, they immediately go Out of Action. Any obstacles touched by a Vortex Blast marker are also removed from the battlefield. If a vehicle is hit by a weapon with the Vortex trait, they are immediately Wrecked and removed from the battlefield. After working out the effects of an attack with a weapon with the Vortex trait, leave the blast marker on the battlefield. At the start of each End phase, roll on the Vortex Stability table for each Vortex Blast marker: #### Vortex Stability Table | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The vortex vanishes with no further effect. Remove the Blast marker. | | 3-4 | The vortex remains unchanged. Any models coming into contact with the Vortex Blast marker in the subsequent round count as being hit by it. | | 5-6 | Move the Vortex Blast marker D6+2" in a random direction (as determined by the Scatter dice). | Any models or terrain in its path or under the Blast marker when it stops count as being hit by it. ### Web A successful wound roll inflicts an automatic Seriously Injured result (Webbed). No save roll can be made. Roll for Recovery during the End phase and apply the result as normal, with the following exceptions: - Flesh Wound: No longer webbed. - Seriously Injured: Still webbed. - Out of Action: 'Out Cold' (no Lasting Injury roll). **Note:** Flesh Wound are applied as normal. A Webbed fighter does not succumb to their injuries and will automatically recover. When rolling to determine if any enemy fighters are captured at the end of the battle, add +1 to the dice roll for each enemy fighter currently Webbed and add them among any eligible to be Captured. Vehicles: Not affected.
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# 59. Bar Brawl _Things get heated at the local drinking hole._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Battlefield - Standard: 1-2 tiles (1"x1" or 1"x2"). ## Crews - Custom (4). ## Tactics Cards - None. ## Deployment Take turns placing fighters anywhere on the battlefield at least 3” from another fighter (the winner of a roll-off can choose to deploy first or second). Take turns placing D3+3 Hive Dwellers anywhere on the battlefield at least 1” from any fighters from any gangs (starting with the winner of a roll-off). ## A NIGHT OF REVELRY _All fighters have consumed several rounds of drinks before trouble started, making them mean drunks indeed! Both sides are attempting to be the last standing._ - No Group Activations. - All fighters suffer from the Intoxicated condition: - -1” M. - -1 WS. - -1 BS. - Automatically pass Cool tests. The first time a fighter is activated each round, roll a D6 to shake off the Intoxication: - Round 1: 6+. - Round 2 and onwards: 4+. ## Check Your Guns At The Door _Most sensible saloon owners enforce a ‘no-guns policy’, to avoid situations like these rapidly escalating._ The following weapons can't be used: - Ranged. - Grenades. - Unwieldy close combat weapons. Fighters without any usable weapons are assumed to be equipped with a maul (representing a bar stool, table leg or other improvised weapon) for this battle. ## Patrons (Optional) This battle uses D3+3 Hive Dwellers (slightly modified for this battle). <FighterCard> ### Hive Dwellers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | #### Special Rules Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions: - A fighter making a Fight action within 3”. - A fighter ends a Move action within 2”. </FighterCard> After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **“Oh yeah?”:** Picks up a piece of furniture and takes a single Shoot action at the nearest fighter (even if that fighter didn’t trigger this event). Resolved as BS 5+, S2, D1. | | 3-4 | **“Ok, take it Easy Fella!”:** Take no action. | | 5-6 | **“I’m getting outta here!”:** Flee the building (removed from the battlefield). | Unless triggered, a Hive Dweller takes no action. During the End phase, take turns moving the hivers. Roll the Scatter dice for each one: Hit: The player moves the hiver its full Move in a direction of their choice. Otherwise: Make a full Move in the direction indicated (stopping if contacting terrain or coming within 1” of another model). ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The remaining gang is the winner. If no gangs are on the battlefield at the end, it is a draw. ## Rewards #### Effect A random fighter on the losing team is locked up for causing trouble: - Go Into Recovery (31-45 Grievous Injury). - If the fighter suffered a Critical Injury, receive a free Medical Escort (without paying credits or spending a post-battle action). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 for winning. - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Gang Raid']
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# 59. Bar Brawl _Things get heated at the local drinking hole._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Battlefield - Standard: 1-2 tiles (1"x1" or 1"x2"). ## Crews - Custom (4). ## Tactics Cards - None. ## Deployment Take turns placing fighters anywhere on the battlefield at least 3” from another fighter (the winner of a roll-off can choose to deploy first or second). Take turns placing D3+3 Hive Dwellers anywhere on the battlefield at least 1” from any fighters from any gangs (starting with the winner of a roll-off). ## A NIGHT OF REVELRY _All fighters have consumed several rounds of drinks before trouble started, making them mean drunks indeed! Both sides are attempting to be the last standing._ - No Group Activations. - All fighters suffer from the Intoxicated condition: - -1” M. - -1 WS. - -1 BS. - Automatically pass Cool tests. The first time a fighter is activated each round, roll a D6 to shake off the Intoxication: - Round 1: 6+. - Round 2 and onwards: 4+. ## Check Your Guns At The Door _Most sensible saloon owners enforce a ‘no-guns policy’, to avoid situations like these rapidly escalating._ The following weapons can't be used: - Ranged. - Grenades. - Unwieldy close combat weapons. Fighters without any usable weapons are assumed to be equipped with a maul (representing a bar stool, table leg or other improvised weapon) for this battle. ## Patrons (Optional) This battle uses D3+3 Hive Dwellers (slightly modified for this battle). <FighterCard> ### Hive Dwellers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | #### Special Rules Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions: - A fighter making a Fight action within 3”. - A fighter ends a Move action within 2”. </FighterCard> After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **“Oh yeah?”:** Picks up a piece of furniture and takes a single Shoot action at the nearest fighter (even if that fighter didn’t trigger this event). Resolved as BS 5+, S2, D1. | | 3-4 | **“Ok, take it Easy Fella!”:** Take no action. | | 5-6 | **“I’m getting outta here!”:** Flee the building (removed from the battlefield). | Unless triggered, a Hive Dweller takes no action. During the End phase, take turns moving the hivers. Roll the Scatter dice for each one: Hit: The player moves the hiver its full Move in a direction of their choice. Otherwise: Make a full Move in the direction indicated (stopping if contacting terrain or coming within 1” of another model). ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The remaining gang is the winner. If no gangs are on the battlefield at the end, it is a draw. ## Rewards #### Effect A random fighter on the losing team is locked up for causing trouble: - Go Into Recovery (31-45 Grievous Injury). - If the fighter suffered a Critical Injury, receive a free Medical Escort (without paying credits or spending a post-battle action). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 for winning. - +1 to both gangs if this was the first battle against each other.
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# 25. Claim the Spire _Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires._ **Source: White Dwarf, January 2018** ## Battlefield Lay out the terrain so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as normal. ## Crews - Custom. ## Tactics Cards - Frag Trap, Blood Dept & Last Gasp. ## Deployment Standard. ## Objectives Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action. ## Ending the Battle The battle ends when only one gang has fighters remaining. Additionally, if a gang Bottles Out, the battle also ends on a 4+ at the end of the following round. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 3+ and so on. ## Victory If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner. ## Rewards #### Credits - D3x10 to the winner #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +3 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. :::danger House Rule ## Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 25. Claim the Spire _Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires._ **Source: White Dwarf, January 2018** ## Battlefield Lay out the terrain so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as normal. ## Crews - Custom. ## Tactics Cards - Frag Trap, Blood Dept & Last Gasp. ## Deployment Standard. ## Objectives Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action. ## Ending the Battle The battle ends when only one gang has fighters remaining. Additionally, if a gang Bottles Out, the battle also ends on a 4+ at the end of the following round. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 3+ and so on. ## Victory If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner. ## Rewards #### Credits - D3x10 to the winner #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +3 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. :::danger House Rule ## Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
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# 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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# 7. Looters _A gang launches an all-out attack on a rival’s turf in the hope of raiding their stash._ _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. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom (10) (Ash Wastes: can include vehicles). - **Defender:** Random (D3+4) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: - 4 loot caskets (anywhere). - Entire crew (within 3" of any loot casket). 2. Attacker: Pick a battlefield edge to be the escape route. Set up the entire crew within 6” of that edge :::danger House Rule (Necrodamus) The objective is completely unrealistic. Having one gang march across the board, into or through the enemy gang, pick up loot caskets and then carry them all the way back is completely unrealistic! Either the attackers will suffer casualties and eventually flee, or the opponent will suffer casualties and eventually flee, at which point the defender receives 100% of the rewards (no secured loot caskets). Apply this fix: Defender and attacker deploy on opposite edges according to standard deployment rules. Then deploy loot caskets within 2” of the middle line between both deployment zones, at least 6” from another loot casket. ::: ## Claiming Caskets and Escaping The attackers are attempting to secure the 4 loot caskets and move them off via the escape route. The caskets are valuable even if opened or converted to ammo caches - however, if the ammo cache is exhausted it can't be claimed by the attacker. Note that only those 4 loot caskets placed by the defender can be claimed by the attacker. Any of the 4 loot caskets (or ammo caches) can be claimed if within 1” of the escape route at the start of an End phase (removed from the battlefield). Attackers within 1” of the escape route can escape at the start of an End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. Attackers cannot claim loot after bottling out, but can still escape. ## Reinforcements - Defender: X (where X is the round number). - Start of each End Phase. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario and may claim all of the loot caskets. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield (at the end of any round). ## Victory The attacker wins by claiming more loot than there are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per claimed loot, taken from the defender's Stash (note that the attacker can't take more than the defender has). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the attacking Leader if at least 2 loot caskets were claimed (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 - **Attacker:** - +1 per claimed loot. - -2 if no loot was claimed. - **Defender:** - +1 per unclaimed loot. - -2 if all loot were claimed. - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes', 'Home Turf Advantage']
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# 7. Looters _A gang launches an all-out attack on a rival’s turf in the hope of raiding their stash._ _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. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom (10) (Ash Wastes: can include vehicles). - **Defender:** Random (D3+4) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: - 4 loot caskets (anywhere). - Entire crew (within 3" of any loot casket). 2. Attacker: Pick a battlefield edge to be the escape route. Set up the entire crew within 6” of that edge :::danger House Rule (Necrodamus) The objective is completely unrealistic. Having one gang march across the board, into or through the enemy gang, pick up loot caskets and then carry them all the way back is completely unrealistic! Either the attackers will suffer casualties and eventually flee, or the opponent will suffer casualties and eventually flee, at which point the defender receives 100% of the rewards (no secured loot caskets). Apply this fix: Defender and attacker deploy on opposite edges according to standard deployment rules. Then deploy loot caskets within 2” of the middle line between both deployment zones, at least 6” from another loot casket. ::: ## Claiming Caskets and Escaping The attackers are attempting to secure the 4 loot caskets and move them off via the escape route. The caskets are valuable even if opened or converted to ammo caches - however, if the ammo cache is exhausted it can't be claimed by the attacker. Note that only those 4 loot caskets placed by the defender can be claimed by the attacker. Any of the 4 loot caskets (or ammo caches) can be claimed if within 1” of the escape route at the start of an End phase (removed from the battlefield). Attackers within 1” of the escape route can escape at the start of an End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. Attackers cannot claim loot after bottling out, but can still escape. ## Reinforcements - Defender: X (where X is the round number). - Start of each End Phase. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario and may claim all of the loot caskets. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield (at the end of any round). ## Victory The attacker wins by claiming more loot than there are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per claimed loot, taken from the defender's Stash (note that the attacker can't take more than the defender has). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the attacking Leader if at least 2 loot caskets were claimed (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 - **Attacker:** - +1 per claimed loot. - -2 if no loot was claimed. - **Defender:** - +1 per unclaimed loot. - -2 if all loot were claimed. - +1 to both gangs if this was the first battle against each other.
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# 99. Settlement Showdown _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes) with the following exceptions: - Take turns (randomize one gang to start) placing 3 structures (recommended size 5" to 9" diameter) within 12" of the centre. ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment A random gang starts by setting up the entire crew within 6" of a single chosen battlefield edge. The other gang then sets up the entire crew within 6" of the opposite edge. ## Claiming Structures _The gangs attempt to secure settlement structures from the rivals._ Claim structures at the start of the End phase if at least 1 friendly fighter is inside and no enemies are within 3" of the structure. The structure is no longer claimed if enemies move within 3". ## Ending the Battle The battle ends at the end of any round if any of the following are true: - A gang has claimed all 3 structure. - Max 1 gang remains. ## Victory A gang wins if if any of the following are true: - Claims all 3 structures (at the end of any round). - Fleeing the Battlefield: At the end of any round, be the last remaining gang and automatically claim all 3 structures (no enemies remain). Otherwise it is a draw. ## Rewards #### Credits - Win: 2D6x10. - Lose/Draw: D3x10 (if claimed at least 1 structure during the battle). #### Experience Scenario specific rewards: - +1 for taking part. - +D3 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 - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles']
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# 99. Settlement Showdown _"Even a rundown pile of scrap can become the focus for a vicious turf war when the alternative is getting burried alive by burning ash."_ \- Purven Grey, Dust City Roadwarder In this scenario, two gangs attempt to take control of an outland settlement. _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard (Ash Wastes) with the following exceptions: - Take turns (randomize one gang to start) placing 3 structures (recommended size 5" to 9" diameter) within 12" of the centre. ## Crews Custom (10). Vehicles can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment A random gang starts by setting up the entire crew within 6" of a single chosen battlefield edge. The other gang then sets up the entire crew within 6" of the opposite edge. ## Claiming Structures _The gangs attempt to secure settlement structures from the rivals._ Claim structures at the start of the End phase if at least 1 friendly fighter is inside and no enemies are within 3" of the structure. The structure is no longer claimed if enemies move within 3". ## Ending the Battle The battle ends at the end of any round if any of the following are true: - A gang has claimed all 3 structure. - Max 1 gang remains. ## Victory A gang wins if if any of the following are true: - Claims all 3 structures (at the end of any round). - Fleeing the Battlefield: At the end of any round, be the last remaining gang and automatically claim all 3 structures (no enemies remain). Otherwise it is a draw. ## Rewards #### Credits - Win: 2D6x10. - Lose/Draw: D3x10 (if claimed at least 1 structure during the battle). #### Experience Scenario specific rewards: - +1 for taking part. - +D3 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 - +D3 (win). - +1 to both gangs if this was the first battle against each other.
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# Orlock Terrain _Source: House of Iron_ Gangs often make use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Orlock gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s Stash, and can be fielded in any battle the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment zone, or, if noted, in no-man’s-land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Orlock Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Sawn-off Surprise | 20 | Common | | Promethium Barrels | 30 | Rare (8) | | Servitor Sentry | 100 | Rare (11) | | Tool Box | 50 | Rare (9) | | Road Relic | 75 | Rare (10) | ## Sawn-Off Surprise (Booby Trap) Sawn-off shotguns are a staple of House Orlock gangs, and find dozens of uses in their crews, including as part of traps to blast unsuspecting foes. A Sawn-off Surprise is a Booby Trap, and follows the rules for Booby Traps. It should be represented by a marker, or model on a 25mm base. When a Sawn-off Surprise explodes, all fighters within 3" take an automatic hit from a Sawn-off shotgun. ## Promethium Barrels Bullet-riddled barrels of waste promethium make for useful hazards when it comes to gang warfare. Orlock gangs will roll these barrels into an area before a fight, where their foul contents can leak out to saturate an area, ideally catching enemy fighters in the slick, hindering their movement and making them prone to burst into flames! A Promethium Barrel can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. These pieces of terrain may be placed anywhere on the battlefield at least 3" from the enemy deployment zone. If a fighter, from either crew, activates within 3" of one of these markers, they can only make a single Move (Simple) action during their activation. In addition, if a fighter within 3" of a Promethium Barrel is hit by a weapon with the Blaze trait, add 1 to the dice when rolling to see if they are set on fire. ## Servitor Sentry Servitors are used extensively throughout the hives of Necromunda, and House Orlock employs vast numbers of them for the autonomous piloting of transport rigs and cargo sorters. Some of these servitors find their way into Orlock gangs, most gangers favouring ‘Luggers’ for their size and ability to carry heavy weapons. Many of these are ripped right out of their old machines and lack arms or legs, being little more than a torso driven by mono-programming – more than enough to operate an autogun. A Servitor Sentry can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. The servitor can only be deployed when the player’s gang is the defender in a scenario with an attacker and a defender, and then it must be placed within their deployment zone. Servitors cannot move themselves, but can be moved by friendly fighters in the same way as a Loot casket. A Servitor Sentry has the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | #### Special Rules **Living Wargear:** This model counts as a fighter in all regards, but cannot gain Experience, and counts all Lasting Injuries as Out Cold results. In addition, they automatically pass any Cool or Willpower checks they are required to take and automatically fail any Leadership or Intelligence checks they must make. They do not count for the purposes of Bottle tests, nor can they be included in a Reinforcement deck, and must always be deployed on the battlefield, in addition to the specified crew size. #### Equipment A Servitor Sentry may be armed with either an autogun or a shotgun with solid and scatter ammo. ## Tool Box All Orlock fighters carry tools on their belts, these ubiquitous kits a mark of being a member of the clan, as well as the difference between life and death out in the wastes. Sometimes a gang might bring along heavier equipment to help with the servicing of their weapons, vehicles or servitors. Carried around in old ammo containers, these tool boxes contain everything the gang might need for field repairs. A Tool Box can be represented by a marker, an ammo crate or an appropriate model on a 25mm base. A Tool Box can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Tool Box can take one Reload (Simple) action for free when they activate. In addition, a Cyber-mastiff, Ambot, Servitor Sentry or ‘Lugger’ Cargo Servitor that activates within 1" of a Tool Box can remove a single Flesh Wound or recover a single lost Wound on a D6 roll of 4+. ## Road Relic (Gang Relic) House Orlock gang relics are altars to the road gods of Necromunda. Fashioned from scavenged parts of destroyed ash-runners, crawlers or mighty war-rigs, they remind the gang of their mastery over the Ash Wastes and its trade routes. Often these relics will be hung with icons of the road, such as wheels, fuel tanks, or battered gun turrets – some of which still work. A Road Relic counts as a Gang Relic (see the Necromunda Rulebook) and can be represented by a marker, an appropriate piece of terrain or a model on a 40mm base. In addition, a friendly fighter in base contact with a Road Relic can crew one of its turrets, using the following profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Turret heavy stubber | | - burst fire | 20" | 40" | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip> | | - suppressive fire | 12" | 24" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | </WeaponStats>
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# Orlock Terrain _Source: House of Iron_ Gangs often make use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Orlock gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s Stash, and can be fielded in any battle the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment zone, or, if noted, in no-man’s-land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Orlock Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Sawn-off Surprise | 20 | Common | | Promethium Barrels | 30 | Rare (8) | | Servitor Sentry | 100 | Rare (11) | | Tool Box | 50 | Rare (9) | | Road Relic | 75 | Rare (10) | ## Sawn-Off Surprise (Booby Trap) Sawn-off shotguns are a staple of House Orlock gangs, and find dozens of uses in their crews, including as part of traps to blast unsuspecting foes. A Sawn-off Surprise is a Booby Trap, and follows the rules for Booby Traps. It should be represented by a marker, or model on a 25mm base. When a Sawn-off Surprise explodes, all fighters within 3" take an automatic hit from a Sawn-off shotgun. ## Promethium Barrels Bullet-riddled barrels of waste promethium make for useful hazards when it comes to gang warfare. Orlock gangs will roll these barrels into an area before a fight, where their foul contents can leak out to saturate an area, ideally catching enemy fighters in the slick, hindering their movement and making them prone to burst into flames! A Promethium Barrel can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. These pieces of terrain may be placed anywhere on the battlefield at least 3" from the enemy deployment zone. If a fighter, from either crew, activates within 3" of one of these markers, they can only make a single Move (Simple) action during their activation. In addition, if a fighter within 3" of a Promethium Barrel is hit by a weapon with the Blaze trait, add 1 to the dice when rolling to see if they are set on fire. ## Servitor Sentry Servitors are used extensively throughout the hives of Necromunda, and House Orlock employs vast numbers of them for the autonomous piloting of transport rigs and cargo sorters. Some of these servitors find their way into Orlock gangs, most gangers favouring ‘Luggers’ for their size and ability to carry heavy weapons. Many of these are ripped right out of their old machines and lack arms or legs, being little more than a torso driven by mono-programming – more than enough to operate an autogun. A Servitor Sentry can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. The servitor can only be deployed when the player’s gang is the defender in a scenario with an attacker and a defender, and then it must be placed within their deployment zone. Servitors cannot move themselves, but can be moved by friendly fighters in the same way as a Loot casket. A Servitor Sentry has the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | #### Special Rules **Living Wargear:** This model counts as a fighter in all regards, but cannot gain Experience, and counts all Lasting Injuries as Out Cold results. In addition, they automatically pass any Cool or Willpower checks they are required to take and automatically fail any Leadership or Intelligence checks they must make. They do not count for the purposes of Bottle tests, nor can they be included in a Reinforcement deck, and must always be deployed on the battlefield, in addition to the specified crew size. #### Equipment A Servitor Sentry may be armed with either an autogun or a shotgun with solid and scatter ammo. ## Tool Box All Orlock fighters carry tools on their belts, these ubiquitous kits a mark of being a member of the clan, as well as the difference between life and death out in the wastes. Sometimes a gang might bring along heavier equipment to help with the servicing of their weapons, vehicles or servitors. Carried around in old ammo containers, these tool boxes contain everything the gang might need for field repairs. A Tool Box can be represented by a marker, an ammo crate or an appropriate model on a 25mm base. A Tool Box can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Tool Box can take one Reload (Simple) action for free when they activate. In addition, a Cyber-mastiff, Ambot, Servitor Sentry or ‘Lugger’ Cargo Servitor that activates within 1" of a Tool Box can remove a single Flesh Wound or recover a single lost Wound on a D6 roll of 4+. ## Road Relic (Gang Relic) House Orlock gang relics are altars to the road gods of Necromunda. Fashioned from scavenged parts of destroyed ash-runners, crawlers or mighty war-rigs, they remind the gang of their mastery over the Ash Wastes and its trade routes. Often these relics will be hung with icons of the road, such as wheels, fuel tanks, or battered gun turrets – some of which still work. A Road Relic counts as a Gang Relic (see the Necromunda Rulebook) and can be represented by a marker, an appropriate piece of terrain or a model on a 40mm base. In addition, a friendly fighter in base contact with a Road Relic can crew one of its turrets, using the following profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Turret heavy stubber | | - burst fire | 20" | 40" | - | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip> | | - suppressive fire | 12" | 24" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="fixed">Fixed</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | </WeaponStats>
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# Optional Special Rules _Source: Necromunda Core Rulebook (2023)_ Below you will find a selection of optional rules that Arbitrators may wish to use in their campaigns. These can be used individually or several can be used together. ## Exploding Weapons The majority of the weapons found in the underhive are of relatively low quality, and very few indeed are well maintained by their owners. It is hardly surprising that malfunctions happen often. These rules make all weapons unreliable and dangerous to use. If a natural 1 is rolled when making an Ammo test, in addition to the fighter’s weapon being Out of Ammo, the fighter must immediately roll a D6: - On a 2+, nothing untoward happens. - On a natural 1, the weapon explodes. When a weapon explodes it is destroyed, and is removed from the fighter’s card. In addition, the fighter immediately suffers a hit from the destroyed weapon. If a weapon has multiple profiles for different ammo types or firing modes, this hit is based upon the profile being used to fire the weapon. ## Unreliable Weapons The Unreliable Weapons rule factors the chance of running Out of Ammo into the hit roll itself, removing the need to roll the Firepower dice unless the weapon has the Rapid Fire trait. If this rule is in use in a campaign, it should be applied to each and every ranged weapon. At the Arbitrator’s discretion, Master- crafted weapons may be exempt from this rule, replacing the normal Master-crafted trait with the ability to ignore this rule and roll the Firepower dice when making the hit roll as normal. When making a hit roll with a ranged weapon, only roll the Firepower dice if the weapon has the Rapid Fire Weapon Trait. When rolling the Firepower dice, the Ammo symbol is ignored. Instead, if a natural 6 is rolled when making a hit roll with any ranged weapon, an Ammo test must be made immediately. If firing a weapon that does not need to roll to hit (for example a weapon with the Template trait), then after resolving the weapon’s attack roll a D6. On a 6 an Ammo test must be made immediately. ## Hail Of Bullets The Hail of Bullets rule is designed to work in conjunction with the Unreliable Weapons rule. When making a hit roll for a weapon that has the Rapid Fire trait, the player can choose to fire a single shot or a sustained burst: - If they choose a single shot, fire the weapon as normal, but do not roll the Firepower dice; the weapon will only fire once. - If they choose to fire a sustained burst, roll a number of Firepower dice equal to the Rapid Fire trait of the weapon. Each bullet hole rolled on the dice is a separate shot, and a hit roll should be made for each. - Shots can be distributed as described in the rules for distributing hits with Rapid Fire weapons – in this case, make a hit roll for each individually, working out modifiers for each target. ## Wild Grenades And Shells The Wild Grenades and Shells optional rules make grenades and all Blast weapons less accurate, as well as more dangerous to use. When making a ranged attack with a weapon with the Blast (X) trait, choose a target point as normal but do not make a hit roll. Instead, roll the Scatter dice and a D6: - If a Hit is rolled on the Scatter dice, leave the Blast marker where it is and work out the effects of the attack as normal. - If an arrow is rolled on the Scatter dice, move the Blast marker a number of inches in the direction indicated equal to the D6 result plus the fighter’s BS (i.e., a fighter with a BS of 4+ would add 4" to the scatter distance). - If a Hit and a 1 on the D6 is rolled, something has gone wrong. Roll on the table below to determine what. | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The grenade goes off in the thrower’s hand or the shell explodes in the weapon’s breach. Place the Blast marker directly over the fighter and work out damage as normal. | | 2 | The grenade throw goes wild or the shell spins out of control as it leaves the weapon. The projectile travels 2D6" in a random direction from the fighter and explodes. | | 3 | The grenade travels 2D6" in a random direction from the fighter and explodes. A shell fired from a weapon travels D6xD6" in a random direction from the fighter and explodes. | | 4 | Not only does the grenade throw go wild or the shell spin out of control as it leaves the weapon, but the projectile itself is faulty! The projectile travels 2D6" in a random direction from the fighter and lands. Mark the position of the projectile. From now on, at the start of each End phase, roll a D6. On a 4+, the projectile explodes. | | 5 | The grenade tumbles from the thrower’s hand down a deep crack in the ground, or the shell spins upwards and strikes the dome roof. There is a muffled explosion, the ground shakes ominously or chunks start to fall from the roof and tall ruins. From now on, at the start of each End phase, both players must roll a D6. If a player rolls a 1 then a randomly determined fighter from their crew has been hit by debris and takes a S3, AP-, D1 hit. | | 6 | The grenade or shell drops to the floor in front of the fighter and fizzes ominously for a while, but little else happens. It is a dud. | ## Hive Dwellers Many hivers react badly when strangers show up and start shooting, and it can be tricky to predict just how they will react. Any number of Hive Dwellers may be introduced into a scenario and deployed by the Arbitrator as they wish. They are controlled by the Arbitrator and are activated by the Arbitrator in the End phase and use the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hive Dwellers may be equipped as the Arbitrator wishes, but any weapons they carry should be low quality, cheap items. Autopistols, clubs, fighting knives and other such Common weapons are ideal.
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# Optional Special Rules _Source: Necromunda Core Rulebook (2023)_ Below you will find a selection of optional rules that Arbitrators may wish to use in their campaigns. These can be used individually or several can be used together. ## Exploding Weapons The majority of the weapons found in the underhive are of relatively low quality, and very few indeed are well maintained by their owners. It is hardly surprising that malfunctions happen often. These rules make all weapons unreliable and dangerous to use. If a natural 1 is rolled when making an Ammo test, in addition to the fighter’s weapon being Out of Ammo, the fighter must immediately roll a D6: - On a 2+, nothing untoward happens. - On a natural 1, the weapon explodes. When a weapon explodes it is destroyed, and is removed from the fighter’s card. In addition, the fighter immediately suffers a hit from the destroyed weapon. If a weapon has multiple profiles for different ammo types or firing modes, this hit is based upon the profile being used to fire the weapon. ## Unreliable Weapons The Unreliable Weapons rule factors the chance of running Out of Ammo into the hit roll itself, removing the need to roll the Firepower dice unless the weapon has the Rapid Fire trait. If this rule is in use in a campaign, it should be applied to each and every ranged weapon. At the Arbitrator’s discretion, Master- crafted weapons may be exempt from this rule, replacing the normal Master-crafted trait with the ability to ignore this rule and roll the Firepower dice when making the hit roll as normal. When making a hit roll with a ranged weapon, only roll the Firepower dice if the weapon has the Rapid Fire Weapon Trait. When rolling the Firepower dice, the Ammo symbol is ignored. Instead, if a natural 6 is rolled when making a hit roll with any ranged weapon, an Ammo test must be made immediately. If firing a weapon that does not need to roll to hit (for example a weapon with the Template trait), then after resolving the weapon’s attack roll a D6. On a 6 an Ammo test must be made immediately. ## Hail Of Bullets The Hail of Bullets rule is designed to work in conjunction with the Unreliable Weapons rule. When making a hit roll for a weapon that has the Rapid Fire trait, the player can choose to fire a single shot or a sustained burst: - If they choose a single shot, fire the weapon as normal, but do not roll the Firepower dice; the weapon will only fire once. - If they choose to fire a sustained burst, roll a number of Firepower dice equal to the Rapid Fire trait of the weapon. Each bullet hole rolled on the dice is a separate shot, and a hit roll should be made for each. - Shots can be distributed as described in the rules for distributing hits with Rapid Fire weapons – in this case, make a hit roll for each individually, working out modifiers for each target. ## Wild Grenades And Shells The Wild Grenades and Shells optional rules make grenades and all Blast weapons less accurate, as well as more dangerous to use. When making a ranged attack with a weapon with the Blast (X) trait, choose a target point as normal but do not make a hit roll. Instead, roll the Scatter dice and a D6: - If a Hit is rolled on the Scatter dice, leave the Blast marker where it is and work out the effects of the attack as normal. - If an arrow is rolled on the Scatter dice, move the Blast marker a number of inches in the direction indicated equal to the D6 result plus the fighter’s BS (i.e., a fighter with a BS of 4+ would add 4" to the scatter distance). - If a Hit and a 1 on the D6 is rolled, something has gone wrong. Roll on the table below to determine what. | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The grenade goes off in the thrower’s hand or the shell explodes in the weapon’s breach. Place the Blast marker directly over the fighter and work out damage as normal. | | 2 | The grenade throw goes wild or the shell spins out of control as it leaves the weapon. The projectile travels 2D6" in a random direction from the fighter and explodes. | | 3 | The grenade travels 2D6" in a random direction from the fighter and explodes. A shell fired from a weapon travels D6xD6" in a random direction from the fighter and explodes. | | 4 | Not only does the grenade throw go wild or the shell spin out of control as it leaves the weapon, but the projectile itself is faulty! The projectile travels 2D6" in a random direction from the fighter and lands. Mark the position of the projectile. From now on, at the start of each End phase, roll a D6. On a 4+, the projectile explodes. | | 5 | The grenade tumbles from the thrower’s hand down a deep crack in the ground, or the shell spins upwards and strikes the dome roof. There is a muffled explosion, the ground shakes ominously or chunks start to fall from the roof and tall ruins. From now on, at the start of each End phase, both players must roll a D6. If a player rolls a 1 then a randomly determined fighter from their crew has been hit by debris and takes a S3, AP-, D1 hit. | | 6 | The grenade or shell drops to the floor in front of the fighter and fizzes ominously for a while, but little else happens. It is a dud. | ## Hive Dwellers Many hivers react badly when strangers show up and start shooting, and it can be tricky to predict just how they will react. Any number of Hive Dwellers may be introduced into a scenario and deployed by the Arbitrator as they wish. They are controlled by the Arbitrator and are activated by the Arbitrator in the End phase and use the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hive Dwellers may be equipped as the Arbitrator wishes, but any weapons they carry should be low quality, cheap items. Autopistols, clubs, fighting knives and other such Common weapons are ideal.
Unknown
Unknown
Unknown
Unknown
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0
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# Hive Scum A gang can recruit 0-5 Hive Scum at a time, including generic Hive Scum (listed directly below). If a gang is Law-abiding, they recruit from the Law-abiding list, and if they are Outlaws then they recruit from the Outlaws list. Any generic Hive Scum recruited by an Outlaw gain are also deemed Outlaws. <FighterCard cost="30"> ### 0-5 Hive Scum | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Special Rules:** Outlaw, “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **Outlaw:** A Hive Scum hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed below, Outlaw Hive Scum may purchase Common items and any item with a Rare or Illegal value of 7 or below from the Black Market. **“You Get What You Pay For”:** Unlike other fighters, Hive Scum are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Hive Scum 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="equipment"> <summary>Equipment</summary> Hive Scum may purchase up to 60 credits worth of weapons and Wargear from the Hive Scum 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 weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. #### Hive Scum Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :-------------------------------- | ------: | | **BASIC WEAPONS** | | Autogun | 15 | | Reclaimed autogun | 10 | | Lasgun | 15 | | Sawn-off shotgun | 15 | | Shotgun with solid & scatter ammo | 30 | | Throwing knives | 10 | | **PISTOLS** | | Autopistol | 10 | | Reclaimed autopistol | 5 | | Laspistol | 10 | | Stub gun | 5 | | - dumdum rounds | +5 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Chainsword | 25 | | Fighting knife | 10 | | Flail | 20 | | Maul (club) | 10 | | Two-handed axe\* | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Hazard suit | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> </details> <details> <summary>Lore</summary> _Hive Scum, or Scummers, are masterless or itinerant hivers who will fight for anyone who offers them coin. Many are drunkards and down-and-outs, but even these have their uses and, despite appearances, are quite capable of holding their own in a fight. Others are mercenaries who travel from zone to zone, making few friends or commitments, earning whatever easy money is around before moving on. Scum are too wild and independent to submit to the leadership of anyone for very long, and they hire out their services as they feel like it. Despite their carefree lifestyle and happy-go-lucky attitude, Scummers are good fighters, so their services are always in demand. Many end up working for the Guilders, but there are always a few willing to tag along with a gang for a share of the spoils._ _Hive Scum are especially valuable to a newly-founded gang, especially one whose fighters may be neither numerous nor especially experienced. In general, more established gangs eschew their services, preferring to rely on their own in the heat of battle. Nonetheless, Hive Scum are considered of great value as cannon fodder…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Hive Scum <FighterCard cost="90"> ### Mad Dog Mono ![](mad-dog-mono.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 8+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist). **Weapons:** Stub gun, grab hook. **Wargear:** Furnace plates (boiler plate armour), [respirator](/docs/armoury/personal-equipment#respirator). </FighterCard> <FighterCard cost="90"> ### Tess ‘Arc-up’ **_Forge Born. Goliath only_** ![](tess-arc-up.jpg) _Tess is reckless, even for a Goliath Forge-born. So reckless in fact that she has been a prospect far longer than most, even the most savage Vatborn Goliath gangs finding her too dangerous to have around for long. Somehow though, Tess has survived every dumb thing she has ever done, whether it is climbing the hive shell barehanded, her custom storm- welder slung over her back and the ash winds trying to snatch her away into oblivion, or taking on whole gangs all by herself, charging into their ranks before letting loose with her weapon. Tess doesn’t know why she is the way she is, though those who have fought alongside her – and lived – suspect it is the lightning in her blood. Tess’ batch suffered a vat malfunction during their gestation, a grid overload pumping hundreds of gigawatts of electricity into her amneotank. Of all her vat brothers and sisters, Tess alone survived, and even from birth she displayed strange qualities. Faster and more erratic than other Goliaths, she quickly took to the role of a shell-runner, climbing the hive’s sides and repairing its plasteel and ceramite skin, usually under the most horrific of circumstances. Her quick reactions and boundless energy kept her alive when many of her peers perished in ash storms or fatal falls. The danger of the shell though was not enough for Tess, and she soon started hiring herself to gangs for underhive brawls. Her skill with a storm- welder and fearlessness has made her respected by many gangs, though none have seen fit to sign her on. Tess is gathering a following of her own, however, and the day may yet come when she runs her own crew, filled with wild prospects like herself._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 4 | 1 | 2+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Storm-welder. **Wargear:** Furnace plates. #### Wired Can re-roll Initiative tests (enhanced nervous system making reflexes lightning fast). _Source: House of Chains_ </FighterCard> <FighterCard cost="105"> ### Grub Targeson ![](grub-targeson.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Shotgun (scatter, executioner), Frag grenades, Knife. **Wargear:** Flak. </FighterCard> <FighterCard cost="200"> ### Scabs ![](scabs.webp) _Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._ _Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Plasma gun, Stub gun. **Wargear:** Flak, [filter plugs](/docs/armoury/personal-equipment#filter-plugs). #### “Come Along Scabs!” If Kal is also hired: The cost is reduced to 100 credits (instead of 200). Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”). If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. #### Gifted Forager In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="115"> ### D060-K13 **_Orlock only_** ![](d060-k13.jpg) _The art of creating cyber-mastiffs is far from exact, and not all cyber-mastiffs are created equal. Some are merely slightly enhanced versions of underhive mongrels, while others, such as D060-K13, are technological terrors. Built from the remains of one of Lord Morrow’s scrap hounds, the hardcase cyber-mastiff D060-K13 was designed by the outcast Van Saar Archeotek Von Buren. Buren built 13 such dogs for the Orlocks as part of his payment for their protection from his clan, all exceptionally large specimens and each equipped with the added gifts of enhanced exo-armour and a collection of concealed digi-weapons._ _Of these beasts, D060-K13 is the only one known to still function. After years of faithful service to Lord Morrow, D060-K13 vanished into the wastes, following the call of some imagined voice and making newfriends at every stop, before disappearing once more. Even today, after many years, stories still filter back to Crucible that tell of the cyber-mastiff turning up to help gangs in need, before disappearing again into the outlands or underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | **Skills:** Big Brother. **Weapons:** Shock Bite, Digi-autopistol, Digi-hand flamer, Digi-frag grenade. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Digi-Weapon Arsenal When activating, choose a single digi-weapon (to arm). No other digi weapon can be used until the start of this fighter’s next activation. #### Wandering Hound This is an individual fighter (not a pet and not attached to another fighter). _Source: House of Iron_ </FighterCard> <FighterCard cost="90"> ### Rattus Tatterskin **_Cawdor only_** ![](rattus-tatterskin.webp) _Within the Redemption the worship of false idols is a grievous heresy, and the Word-Keepers are swift to punish those who see the divine in unsanctioned places. This, of course, does not stop members of Clan Cawdor from making effigies to the God-Emperor from hive detritus or building shrines beneath particularly auspicious looking gunk- stains. Then there are men such as Rattus Tatterskin, who hear the Emperor’s voice in the incessant squeaking of his rats. Tatterskin claims to have spoken with the spirit of the Emperor, who he says inhabits the body of a gigantic rat, deep in the depths of the underhive. The ‘Emperor’ sent some of his servants to Tatterskin, so that the Cawdor scum might understand his divine will. As it turns out, the divine will of the Rat-Emperor is that the hive be purged of the enemies of the Redemption, something Tatterskin has taken to with great vigour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Heavy Stubber. **Wargear:** Flak. #### My Little Friends Enemies ending an activation in B2B suffer D6 S1 hits. When activated, pass a Willpower test or gain Insanity (until the start of his next activation). #### Articles of Faith (1) Generates a number of Faith dice (as shown in parentheses). Can perform Articles of Faith (Path of the Doomed). #### Questionable Morals Can be hired regardless of alignment (Law Abiding & Outlaw). _Source: House of Faith_ </FighterCard> ## List of Outlaw Hive Scum <FighterCard cost="100"> ### Queen Lorsha, Hive Scum ![](queen-lorsha.jpg) _Once, Lorsha was a Pale Consort of the Mercator Pallidus, but when her family was struck down by the neuron plague and Lorsha was somehow spared she could not bring herself to dispatch her now-undead brothers and sisters. Instead she herded them downhive, seeking out a remote settlement to call home. Eventually Lorsha and her family came upon the town of Skullhole, a collective of hard-working holesteaders living in the depths of the badzones. After foolishly opening their gates for the former Pale Consort, the locals were then given the choice to succumb to the plague or feed Lorsha’s family, and it was not long before Lorsha alone drew breath within Skullhole._ _For a time all was well in Skullhole. Lorsha kept her family fed on unsuspecting travellers and lost gangers while making sure they didn’t wander off into the badzones and get lost. Then the voices started. At first Lorsha thought it was her family talking to her and welcomed the break in their long silence. But in time she came to realise it was someone else, or something else, communing with her from the beyond. The voice convinced her she should spread the neuron plague to others and that everyone deserved the blessing of its terrible sickness. Leaving Skullhole behind Lorsha took up her bone sceptre and knives, the ancient implements of the Pale Consorts, and set out to find allies who would help her spread the disease that still burned in her veins._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------- | | Bone Sceptre | E | 2" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Flensing Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Skills:** [Bloodlust](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-bloodlust), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills#6-step-aside) **Wargear:** Disturbing Aura (counts as a [Cutter’s Mask](/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion)). #### Special Rules **Outlaw:** Queen Lorsha of Skullhole is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="105"> ### Psyreena Skar ![](psyreena.jpg) _A gang has to be truly desperate to hire Psyreena Skar. Unstable and unpredictable, she sells her fickle psychic gifts to gangs willing to pay her price – though offers no guarantees as to what will happen when she opens her mind to the Warp. Even when attempting to suppress her powers Psyreena is uncomfortable to be around; always muttering to herself, arguing with her shadow or telling those she’s just met how sorry she is about their impending demise. Psyreena was not always so broken, however, and not so long ago she was a Holesteader’s daughter working the ashwash below Dust Falls._ _One day, when digging in the furthest point of her Da’s holestead, she found a strange ornate jar buried in the ash. It looked far too fine to have come from the underhive, and so she took it back to her father thinking they might be able to sell it to the local Guilders for a few creds. That evening, as the family sat around their rad-hearth admiring Psyreena’s find, the jar mysteriously opened. Peering inside, they discovered a strange pinkish substance suffused with a fragrant smell. Psyreena’s little brother was the first to scoop out a mouthful and within moments the starving family was feasting on the contents. Unbeknownst to the family, the relic was one of the lost jars of Mung, and the contents the preserved brain of Kookym Corleepyn, Astropath to the lost House of Mung. This oddity might have passed unnoticed by the family if not for the latent psychic spark it awoke in Psyreena. Reflexively she opened her mind to the Immaterium and in that moment incinerated her family and their holestead in a single explosion of power. Since that day she has wandered the underhive as an unsanctioned psyker, staying ahead of the authorities and selling her services to those more afraid of their enemies than having a loose cannon like Psyreena around._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 7+ | 6+ | **Weapons:** Knife. **Wargear:** Flak. #### Wyrd Powers (Unsanctioned) **Telekinesis:** Psychic Shockwave (Basic). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="115"> ### Jorth Slither ![](jorth-slither.jpg) _Jorth Slither is an entrepreneur of underhive enterprise, if there is a chance to make some creds then Jorth is never far away, though it often gets him into trouble. After being turfed out of his Guilder family, he headed off down- hive looking for a good score. What he found was a corpse surrounded by goo. Without the good sense to leave the find alone, Jorth started rummaging around in the corpse’s pockets. His last conscious thought was his hand closing around something slimy and warm before his brain switched off. When Jorth came to the first thing he did was reach up to feel his head, that his right arm was now a long knot of tentacles was his first clue something was amiss. To his horror, one side of his torso had been consumed by some alien growth; twitching tentacles bursting out of his flesh like a thicket of worms. Some men might have been broken by such a turn of events. Jorth, however, saw opportunity instead of madness. It was not long before he was running Scab Town for the Black Network, joining gangs not afraid of working with a mutie and rallying the malformed against Imperial authority._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 6+ | 9+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Throwing knives | Sx2 | Sx4 | - | -1 | S | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | | Shock baton | - | E | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">shock</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Wargear:** [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [lho sticks](/docs/armoury/personal-equipment#lho-sticks). #### Special Rules Outlaw: Jorth Slither is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="120"> ### Cor ‘Two-Guns’ Coran ![](cor-coran.jpg) _In the underhive, obesity is often a sign of status. Massive Chain Lords, hulking crime bosses and rotund guilders all display their wealth by proving not only do they have enough to eat, but they can actually eat to excess. Then there are those like Cor ‘Two-Guns’ Coran, who are just fat – or big boned as he insists. A clanless gutter-born bullet scavenger from Dead End Pass, Cor probably wouldn’t have ever amounted to much if it hadn’t been for a chance encounter with a Ratskin shaman out in the badzones. While hunting in the ash drifts for usable rounds, Cor came upon an ancient Ratskin surrounded by slavering ripper jacks. In a rare moment of bravery and selflessness Cor ran to the old man’s aid, saving him from the rippers’ jaws. In return the shaman told Cor he had looked into his soul and seen he was the offspring of a mighty hero of the underhive and destined for greatness. Cor immediately made the leap of logic that the shaman could only be talking of none other than Bull Gorg, ex-pit fighter and once overlord of Dead End Pass. Surely the hefty Bull, with whom Cor undoubtedly shared a physique, had to be his father, and it was up to Cor to carry on the legacy of Bull’s failed servile uprising._ _Unwilling to cut off his arms and replace them with chainsaws like his ‘father’, Cor instead took up a pair of battered autopistols, earning him the nickname Two-Guns – a nickname he largely gave himself and is forced to constantly remind people of. Allying himself with Balthazar’s Black Network, Cor enthusiastically fights for the rights of the common people in Dead End Pass and has made a name for himself as a rabble rouser. The Narco Lords are more than willing to placate Cor with promises that his jobs are in the spirit of Bull’s ‘free’ underhive if it means ‘Two-Guns’ continues to make life hard for the Guilders._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 6+ | 4+ | 4 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** 2x Autopistol (with manstopper). **Wargear:** Forged Guilder Seal. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="125"> ### Jonny Razor ![](jonny-razor.jpg) _Jonny is one of the rare few to ever cross Balthazar Van Zep and live to tell the tale. A low level street dealer from Guilder Crossing, Jonny was ‘absorbed’ by Balthazar’s Black Network when the latter took over Dust Falls. Who was in charge of the local chem trade didn’t mean a lot to a scrut like Jonny, and for a time he managed to avoid the attention of his betters. Then, one fateful day Jonny got in the way of Lothar Hex. Ordinarily such a mishap would have meant a free bolt round lobotomy, but on this day, Jonny accidentally stumbled out of a drinking hole and knocked Hex down, saving the infamous killer from a sniper’s bullet. Dragged before Balthazar, Jonny would still have likely faced summary skinning or ash blasting if not for the presence of Erasmus the Mangler, Balthazar’s resident rogue doc. The Mangler happened to be looking for test subjects, after he had acquired a broken Murder Servitor via the Cold Trade and wanted to see if he could graft its limbs onto a live person. As Balthazar was in a rare good mood, he agreed, and Jonny was dragged off to the Mangler’s operating table._ _Whether it was Erasmus’ fear of failing Balthazar, or just natural underhive hardiness, Jonny survived the operation, stumbling out of the doc’s workshop with a bladed cyber arm, a whirring bionic eye and numerous internal ‘upgrades’. Taking the name Jonny Razor, for his deadly new appendage, the scummer headed back to Guilder Crossing. Within a few cycles he had risen up the ranks, due in no small part to his new gifts. It was also at this time Jonny discovered the ‘obedience’ organs the Mangler had put inside him, his own body rebelling against him if he tried to go against the Narco Lord’s wishes. Now Balthazar loans Jonny out to gangs for extra muscle, and to show off the benefits and drawbacks of loyalty to the Black Network._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Bladed Cyber Arm (same as Gem extractor), Throwing knives. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="130"> ### Estus Jet ![](estus-jet.webp) _As Esmerelda, Holdmother of the Dust Falls Deep 9 Orphanarium, tells it, she found Jet under an overturned cart in the aftermath of what appeared to be a Ratskin ambush on some green hivers. There was little left of the hivers, the area splattered in blood and littered with body parts. The only clue to the child’s identity was a tarnished collar around her neck, the only legible letters on it \_EST SU_JE_T. Jet was taught all the skills she needed to survive by Esmerelda. These were skills all the girls of the Deep 9 learned, like how to break someone’s neck with a dropkick, the kill points on an ash devil, and how to tell the difference between Second Best that’ll kill you and Second Best that will only make you blind. The best of Esmerelda’s girls could then expect good jobs as Guilder guards, or hired guns – with creds going back to Esmerelda of course. Jet, however, decided to take another path._ _Using her talents she got in with the Archwerks Overboss Gideon Scav to become his right-hand woman. It was not long before Jet was running Gideon’s racket out of Dust Falls and moving shipments of counterfeit wargear and weapons. This gave her ample opportunities to indulge in her favoured pastime – killing fools. She claims to sell the fastest bullets in the underhive, and challenges any potential customers to prove her wrong. Unsurprisingly, between Jet yelling ‘RUN!’ and her squeezing the trigger, her claims have remained intact._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Autopistol, throwing knives, stiletto knife. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="145"> ### Vunder Gorvos ![](vunder-gorvos.webp) _Vunder is part of the self-styled nobility of the underhive. Decades ago three crime families took over Two Tunnels, Draek’s Gantry and the Grey Wastes Trading Post. Together they formed a triumvirate to rule over the three settlements and the dozen or so surrounding domes between the Dust Falls drop and the Ash Gates interchange. Against the odds, the families didn’t turn on each other or fall prey to criminal rivals. Instead, they managed to endure until their children grew up to inherit the lands of their parents. The Gorvos family runs Two Tunnels alongside the Faebrun and Kaorka clans, and Vunder is heir apparent to the Gorvos line. Unfortunately for the Gorvos family, Vunder is an idiot._ _Clad in underhive finery, Vunder genuinely believes himself a hive noble. He apes any uphive fashions or affectations he happens to hear about, and goes out his way to antagonise Guilders and Enforcers who don’t properly ‘respect’ his position. Needless to say, he is universally despised and has survived only by virtue of his linage. Vunder’s sister, Gaen, has been working for years to rid her family of him. On the pretext of having him prove his noble superiority, Gaen organises ‘alliances’ with local gangs, whereby Vunder will accompany them on business important to the family. So far, Vunder has been ‘hired’ out to numerous local factions, though much to Gaen’s frustration, has yet to get himself killed._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** 2x stub guns, shotgun (solid & scatter), sword. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="150"> ### Gaen ‘The Gunk Queen’ Gorvos ![](gaen-gorvos.webp) _It’s difficult to find entitled and spoiled underhivers, given the crushing poverty and endemic violence of their surroundings – though they do exist. Gaen ‘the Gunk Queen’ Gorvos is one such anomalous individual; a pauper princess who has risen to control the notorious Gorvos clan of the Two Tunnels triumvirate. Gaen shares some of the traits of a junk noble with her brother Vunder, though unlike Vunder, she has no delusions about the world she inhabits. She knows the only way for the Gorvos clan to hold onto power is through fear and violence; that and getting rid of her stupid brother. While Vunder swans about pretending to be Two Tunnels royalty (if there were such a thing), Gaen is getting on with the business of making creds._ _It is not for her overuse of ‘McSkav’s Mohawk Grease’ that Gaen is called the Gunk Queen. One of Gorvos’ major holdings is the Two Tunnels’ Gunk Tank, a vast reserve of fermented run-off from Hive City that has kept the settlement in creds for centuries. As the Gunk Queen of Two Tunnels, Gaen makes it her personal mission to oversee the gunk trade and crack down on anyone with designs on her turf. She often hires on to gangs to oversee operations personally, furnishing her companions with gunk rounds and gunk bombs if they run off the competition. For the last few years Gaen has been involved in a clandestine war with the crime boss Balthazar, who has his own designs on Two Tunnels. More than one of Balthazar’s agents has even gotten a first-hand look at the prize their employer is trying to claim – as Gaen personally drowns them in the gunk tank. Recently, the conflict has escalated as Gaen’s brother Vunder has been (quite unwillingly) working with Balthazar’s gangs, forcing Gaen to redouble her efforts to rid herself of her annoying sibling._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 7+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Autogun, throwing knives, sword, gunk bomb. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Gorvos Twins (Twins of the Two Tunnels) This fighter can be chosen as an Outcast Leader with the following effects: - **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. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="280"> ### Abomination of Badzone 12 **_Chaotic only_** ![](abomination-of-badzone-12.jpg) _There are things that live in the depths of the hive that defy explanation or classification. These are horrors so vile that they seem to instinctively seek the darkness as if they know their very presence is anathema to the light of the God-Emperor. The Abomination of Badzone 12 is such a stain upon decency and reason. A crawling, slithering, staggering thing of claws and tentacles and eyes, the Abomination lives in the depths of Hive Primus. In the dark cycles of power-down it sometimes creeps up from its lair, looking for more satisfying fare than mutant or rat. Blood-spattered holesteads and ravaged caravans are left in its wake, possessions and goods left behind, but every scrap of meat and bone consumed._ _The Abomination has even destroyed fledgling settlements, those who thought themselves safe from raiders only to perish beneath the claws of the gigantic spawn._ _Underhive rumour has it that the Abomination is the remains of the Cult of the Sump Mother, a malefic church based upon the worship of the sump as a living god. Fused by their profane deity into a single howling entity, the Abomination feeds upon itself in its madness, fanged mouths biting into screaming faces as scythed limbs drag it through the hive. Sometimes cults lure the Abomination out with promises of food, intent on loosing it against their foes. Though this is not without peril, and the cult might just as easily find themselves to be the Abomination’s prey._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | - | 5 | 5 | 4 | 5+ | 4 | - | - | - | - | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ferocious Jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Claws, tentacles and other strange appendages | E | 2" | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Wargear:** The ever-mutating hide of the Abomination of Badzone 12 grants it a save equivalent to wearing [heavy carapace armour](/docs/armoury/armour#carapace). #### Special Rules **Mindless Beast:** The only actions the Abomination of Badzone 12 can make are Move, Charge, Fight and Coup de Grace. Any Cool or Willpower checks made for the Abomination of Badzone 12 automatically pass, but any Leadership or Intelligence checks automatically fail. **Outlaw:** The Abomination of Badzone 12 is an Outlaw Hired Gun. **Chaotic:** The Abomination of Badzone 12 can only be hired by Corpse Grinder Cult, Helot Chaos Cults or Chaos Corrupted gangs. #### Mindless Beast Can only make Move, Charge, Fight and Coup de Grace actions. Automatically passes Cool & Willpower tests. Automatically fails Leadership and Intelligence tests. _Source: The Book of Ruin_ </FighterCard>
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# Hive Scum A gang can recruit 0-5 Hive Scum at a time, including generic Hive Scum (listed directly below). If a gang is Law-abiding, they recruit from the Law-abiding list, and if they are Outlaws then they recruit from the Outlaws list. Any generic Hive Scum recruited by an Outlaw gain are also deemed Outlaws. <FighterCard cost="30"> ### 0-5 Hive Scum | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Special Rules:** Outlaw, “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **Outlaw:** A Hive Scum hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed below, Outlaw Hive Scum may purchase Common items and any item with a Rare or Illegal value of 7 or below from the Black Market. **“You Get What You Pay For”:** Unlike other fighters, Hive Scum are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Hive Scum 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="equipment"> <summary>Equipment</summary> Hive Scum may purchase up to 60 credits worth of weapons and Wargear from the Hive Scum 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 weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. #### Hive Scum Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :-------------------------------- | ------: | | **BASIC WEAPONS** | | Autogun | 15 | | Reclaimed autogun | 10 | | Lasgun | 15 | | Sawn-off shotgun | 15 | | Shotgun with solid & scatter ammo | 30 | | Throwing knives | 10 | | **PISTOLS** | | Autopistol | 10 | | Reclaimed autopistol | 5 | | Laspistol | 10 | | Stub gun | 5 | | - dumdum rounds | +5 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Chainsword | 25 | | Fighting knife | 10 | | Flail | 20 | | Maul (club) | 10 | | Two-handed axe\* | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Hazard suit | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> </details> <details> <summary>Lore</summary> _Hive Scum, or Scummers, are masterless or itinerant hivers who will fight for anyone who offers them coin. Many are drunkards and down-and-outs, but even these have their uses and, despite appearances, are quite capable of holding their own in a fight. Others are mercenaries who travel from zone to zone, making few friends or commitments, earning whatever easy money is around before moving on. Scum are too wild and independent to submit to the leadership of anyone for very long, and they hire out their services as they feel like it. Despite their carefree lifestyle and happy-go-lucky attitude, Scummers are good fighters, so their services are always in demand. Many end up working for the Guilders, but there are always a few willing to tag along with a gang for a share of the spoils._ _Hive Scum are especially valuable to a newly-founded gang, especially one whose fighters may be neither numerous nor especially experienced. In general, more established gangs eschew their services, preferring to rely on their own in the heat of battle. Nonetheless, Hive Scum are considered of great value as cannon fodder…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Hive Scum <FighterCard cost="90"> ### Mad Dog Mono ![](mad-dog-mono.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 8+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist). **Weapons:** Stub gun, grab hook. **Wargear:** Furnace plates (boiler plate armour), [respirator](/docs/armoury/personal-equipment#respirator). </FighterCard> <FighterCard cost="90"> ### Tess ‘Arc-up’ **_Forge Born. Goliath only_** ![](tess-arc-up.jpg) _Tess is reckless, even for a Goliath Forge-born. So reckless in fact that she has been a prospect far longer than most, even the most savage Vatborn Goliath gangs finding her too dangerous to have around for long. Somehow though, Tess has survived every dumb thing she has ever done, whether it is climbing the hive shell barehanded, her custom storm- welder slung over her back and the ash winds trying to snatch her away into oblivion, or taking on whole gangs all by herself, charging into their ranks before letting loose with her weapon. Tess doesn’t know why she is the way she is, though those who have fought alongside her – and lived – suspect it is the lightning in her blood. Tess’ batch suffered a vat malfunction during their gestation, a grid overload pumping hundreds of gigawatts of electricity into her amneotank. Of all her vat brothers and sisters, Tess alone survived, and even from birth she displayed strange qualities. Faster and more erratic than other Goliaths, she quickly took to the role of a shell-runner, climbing the hive’s sides and repairing its plasteel and ceramite skin, usually under the most horrific of circumstances. Her quick reactions and boundless energy kept her alive when many of her peers perished in ash storms or fatal falls. The danger of the shell though was not enough for Tess, and she soon started hiring herself to gangs for underhive brawls. Her skill with a storm- welder and fearlessness has made her respected by many gangs, though none have seen fit to sign her on. Tess is gathering a following of her own, however, and the day may yet come when she runs her own crew, filled with wild prospects like herself._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 4 | 1 | 2+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Storm-welder. **Wargear:** Furnace plates. #### Wired Can re-roll Initiative tests (enhanced nervous system making reflexes lightning fast). _Source: House of Chains_ </FighterCard> <FighterCard cost="105"> ### Grub Targeson ![](grub-targeson.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Shotgun (scatter, executioner), Frag grenades, Knife. **Wargear:** Flak. </FighterCard> <FighterCard cost="200"> ### Scabs ![](scabs.webp) _Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._ _Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Plasma gun, Stub gun. **Wargear:** Flak, [filter plugs](/docs/armoury/personal-equipment#filter-plugs). #### “Come Along Scabs!” If Kal is also hired: The cost is reduced to 100 credits (instead of 200). Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”). If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. #### Gifted Forager In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="115"> ### D060-K13 **_Orlock only_** ![](d060-k13.jpg) _The art of creating cyber-mastiffs is far from exact, and not all cyber-mastiffs are created equal. Some are merely slightly enhanced versions of underhive mongrels, while others, such as D060-K13, are technological terrors. Built from the remains of one of Lord Morrow’s scrap hounds, the hardcase cyber-mastiff D060-K13 was designed by the outcast Van Saar Archeotek Von Buren. Buren built 13 such dogs for the Orlocks as part of his payment for their protection from his clan, all exceptionally large specimens and each equipped with the added gifts of enhanced exo-armour and a collection of concealed digi-weapons._ _Of these beasts, D060-K13 is the only one known to still function. After years of faithful service to Lord Morrow, D060-K13 vanished into the wastes, following the call of some imagined voice and making newfriends at every stop, before disappearing once more. Even today, after many years, stories still filter back to Crucible that tell of the cyber-mastiff turning up to help gangs in need, before disappearing again into the outlands or underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | **Skills:** Big Brother. **Weapons:** Shock Bite, Digi-autopistol, Digi-hand flamer, Digi-frag grenade. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Digi-Weapon Arsenal When activating, choose a single digi-weapon (to arm). No other digi weapon can be used until the start of this fighter’s next activation. #### Wandering Hound This is an individual fighter (not a pet and not attached to another fighter). _Source: House of Iron_ </FighterCard> <FighterCard cost="90"> ### Rattus Tatterskin **_Cawdor only_** ![](rattus-tatterskin.webp) _Within the Redemption the worship of false idols is a grievous heresy, and the Word-Keepers are swift to punish those who see the divine in unsanctioned places. This, of course, does not stop members of Clan Cawdor from making effigies to the God-Emperor from hive detritus or building shrines beneath particularly auspicious looking gunk- stains. Then there are men such as Rattus Tatterskin, who hear the Emperor’s voice in the incessant squeaking of his rats. Tatterskin claims to have spoken with the spirit of the Emperor, who he says inhabits the body of a gigantic rat, deep in the depths of the underhive. The ‘Emperor’ sent some of his servants to Tatterskin, so that the Cawdor scum might understand his divine will. As it turns out, the divine will of the Rat-Emperor is that the hive be purged of the enemies of the Redemption, something Tatterskin has taken to with great vigour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Heavy Stubber. **Wargear:** Flak. #### My Little Friends Enemies ending an activation in B2B suffer D6 S1 hits. When activated, pass a Willpower test or gain Insanity (until the start of his next activation). #### Articles of Faith (1) Generates a number of Faith dice (as shown in parentheses). Can perform Articles of Faith (Path of the Doomed). #### Questionable Morals Can be hired regardless of alignment (Law Abiding & Outlaw). _Source: House of Faith_ </FighterCard> ## List of Outlaw Hive Scum <FighterCard cost="100"> ### Queen Lorsha, Hive Scum ![](queen-lorsha.jpg) _Once, Lorsha was a Pale Consort of the Mercator Pallidus, but when her family was struck down by the neuron plague and Lorsha was somehow spared she could not bring herself to dispatch her now-undead brothers and sisters. Instead she herded them downhive, seeking out a remote settlement to call home. Eventually Lorsha and her family came upon the town of Skullhole, a collective of hard-working holesteaders living in the depths of the badzones. After foolishly opening their gates for the former Pale Consort, the locals were then given the choice to succumb to the plague or feed Lorsha’s family, and it was not long before Lorsha alone drew breath within Skullhole._ _For a time all was well in Skullhole. Lorsha kept her family fed on unsuspecting travellers and lost gangers while making sure they didn’t wander off into the badzones and get lost. Then the voices started. At first Lorsha thought it was her family talking to her and welcomed the break in their long silence. But in time she came to realise it was someone else, or something else, communing with her from the beyond. The voice convinced her she should spread the neuron plague to others and that everyone deserved the blessing of its terrible sickness. Leaving Skullhole behind Lorsha took up her bone sceptre and knives, the ancient implements of the Pale Consorts, and set out to find allies who would help her spread the disease that still burned in her veins._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------- | | Bone Sceptre | E | 2" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Flensing Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Skills:** [Bloodlust](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-bloodlust), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills#6-step-aside) **Wargear:** Disturbing Aura (counts as a [Cutter’s Mask](/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion)). #### Special Rules **Outlaw:** Queen Lorsha of Skullhole is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="105"> ### Psyreena Skar ![](psyreena.jpg) _A gang has to be truly desperate to hire Psyreena Skar. Unstable and unpredictable, she sells her fickle psychic gifts to gangs willing to pay her price – though offers no guarantees as to what will happen when she opens her mind to the Warp. Even when attempting to suppress her powers Psyreena is uncomfortable to be around; always muttering to herself, arguing with her shadow or telling those she’s just met how sorry she is about their impending demise. Psyreena was not always so broken, however, and not so long ago she was a Holesteader’s daughter working the ashwash below Dust Falls._ _One day, when digging in the furthest point of her Da’s holestead, she found a strange ornate jar buried in the ash. It looked far too fine to have come from the underhive, and so she took it back to her father thinking they might be able to sell it to the local Guilders for a few creds. That evening, as the family sat around their rad-hearth admiring Psyreena’s find, the jar mysteriously opened. Peering inside, they discovered a strange pinkish substance suffused with a fragrant smell. Psyreena’s little brother was the first to scoop out a mouthful and within moments the starving family was feasting on the contents. Unbeknownst to the family, the relic was one of the lost jars of Mung, and the contents the preserved brain of Kookym Corleepyn, Astropath to the lost House of Mung. This oddity might have passed unnoticed by the family if not for the latent psychic spark it awoke in Psyreena. Reflexively she opened her mind to the Immaterium and in that moment incinerated her family and their holestead in a single explosion of power. Since that day she has wandered the underhive as an unsanctioned psyker, staying ahead of the authorities and selling her services to those more afraid of their enemies than having a loose cannon like Psyreena around._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 7+ | 6+ | **Weapons:** Knife. **Wargear:** Flak. #### Wyrd Powers (Unsanctioned) **Telekinesis:** Psychic Shockwave (Basic). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="115"> ### Jorth Slither ![](jorth-slither.jpg) _Jorth Slither is an entrepreneur of underhive enterprise, if there is a chance to make some creds then Jorth is never far away, though it often gets him into trouble. After being turfed out of his Guilder family, he headed off down- hive looking for a good score. What he found was a corpse surrounded by goo. Without the good sense to leave the find alone, Jorth started rummaging around in the corpse’s pockets. His last conscious thought was his hand closing around something slimy and warm before his brain switched off. When Jorth came to the first thing he did was reach up to feel his head, that his right arm was now a long knot of tentacles was his first clue something was amiss. To his horror, one side of his torso had been consumed by some alien growth; twitching tentacles bursting out of his flesh like a thicket of worms. Some men might have been broken by such a turn of events. Jorth, however, saw opportunity instead of madness. It was not long before he was running Scab Town for the Black Network, joining gangs not afraid of working with a mutie and rallying the malformed against Imperial authority._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 6+ | 9+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Throwing knives | Sx2 | Sx4 | - | -1 | S | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | | Shock baton | - | E | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">shock</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Wargear:** [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [lho sticks](/docs/armoury/personal-equipment#lho-sticks). #### Special Rules Outlaw: Jorth Slither is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="120"> ### Cor ‘Two-Guns’ Coran ![](cor-coran.jpg) _In the underhive, obesity is often a sign of status. Massive Chain Lords, hulking crime bosses and rotund guilders all display their wealth by proving not only do they have enough to eat, but they can actually eat to excess. Then there are those like Cor ‘Two-Guns’ Coran, who are just fat – or big boned as he insists. A clanless gutter-born bullet scavenger from Dead End Pass, Cor probably wouldn’t have ever amounted to much if it hadn’t been for a chance encounter with a Ratskin shaman out in the badzones. While hunting in the ash drifts for usable rounds, Cor came upon an ancient Ratskin surrounded by slavering ripper jacks. In a rare moment of bravery and selflessness Cor ran to the old man’s aid, saving him from the rippers’ jaws. In return the shaman told Cor he had looked into his soul and seen he was the offspring of a mighty hero of the underhive and destined for greatness. Cor immediately made the leap of logic that the shaman could only be talking of none other than Bull Gorg, ex-pit fighter and once overlord of Dead End Pass. Surely the hefty Bull, with whom Cor undoubtedly shared a physique, had to be his father, and it was up to Cor to carry on the legacy of Bull’s failed servile uprising._ _Unwilling to cut off his arms and replace them with chainsaws like his ‘father’, Cor instead took up a pair of battered autopistols, earning him the nickname Two-Guns – a nickname he largely gave himself and is forced to constantly remind people of. Allying himself with Balthazar’s Black Network, Cor enthusiastically fights for the rights of the common people in Dead End Pass and has made a name for himself as a rabble rouser. The Narco Lords are more than willing to placate Cor with promises that his jobs are in the spirit of Bull’s ‘free’ underhive if it means ‘Two-Guns’ continues to make life hard for the Guilders._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 6+ | 4+ | 4 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** 2x Autopistol (with manstopper). **Wargear:** Forged Guilder Seal. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="125"> ### Jonny Razor ![](jonny-razor.jpg) _Jonny is one of the rare few to ever cross Balthazar Van Zep and live to tell the tale. A low level street dealer from Guilder Crossing, Jonny was ‘absorbed’ by Balthazar’s Black Network when the latter took over Dust Falls. Who was in charge of the local chem trade didn’t mean a lot to a scrut like Jonny, and for a time he managed to avoid the attention of his betters. Then, one fateful day Jonny got in the way of Lothar Hex. Ordinarily such a mishap would have meant a free bolt round lobotomy, but on this day, Jonny accidentally stumbled out of a drinking hole and knocked Hex down, saving the infamous killer from a sniper’s bullet. Dragged before Balthazar, Jonny would still have likely faced summary skinning or ash blasting if not for the presence of Erasmus the Mangler, Balthazar’s resident rogue doc. The Mangler happened to be looking for test subjects, after he had acquired a broken Murder Servitor via the Cold Trade and wanted to see if he could graft its limbs onto a live person. As Balthazar was in a rare good mood, he agreed, and Jonny was dragged off to the Mangler’s operating table._ _Whether it was Erasmus’ fear of failing Balthazar, or just natural underhive hardiness, Jonny survived the operation, stumbling out of the doc’s workshop with a bladed cyber arm, a whirring bionic eye and numerous internal ‘upgrades’. Taking the name Jonny Razor, for his deadly new appendage, the scummer headed back to Guilder Crossing. Within a few cycles he had risen up the ranks, due in no small part to his new gifts. It was also at this time Jonny discovered the ‘obedience’ organs the Mangler had put inside him, his own body rebelling against him if he tried to go against the Narco Lord’s wishes. Now Balthazar loans Jonny out to gangs for extra muscle, and to show off the benefits and drawbacks of loyalty to the Black Network._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Bladed Cyber Arm (same as Gem extractor), Throwing knives. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="130"> ### Estus Jet ![](estus-jet.webp) _As Esmerelda, Holdmother of the Dust Falls Deep 9 Orphanarium, tells it, she found Jet under an overturned cart in the aftermath of what appeared to be a Ratskin ambush on some green hivers. There was little left of the hivers, the area splattered in blood and littered with body parts. The only clue to the child’s identity was a tarnished collar around her neck, the only legible letters on it \_EST SU_JE_T. Jet was taught all the skills she needed to survive by Esmerelda. These were skills all the girls of the Deep 9 learned, like how to break someone’s neck with a dropkick, the kill points on an ash devil, and how to tell the difference between Second Best that’ll kill you and Second Best that will only make you blind. The best of Esmerelda’s girls could then expect good jobs as Guilder guards, or hired guns – with creds going back to Esmerelda of course. Jet, however, decided to take another path._ _Using her talents she got in with the Archwerks Overboss Gideon Scav to become his right-hand woman. It was not long before Jet was running Gideon’s racket out of Dust Falls and moving shipments of counterfeit wargear and weapons. This gave her ample opportunities to indulge in her favoured pastime – killing fools. She claims to sell the fastest bullets in the underhive, and challenges any potential customers to prove her wrong. Unsurprisingly, between Jet yelling ‘RUN!’ and her squeezing the trigger, her claims have remained intact._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Autopistol, throwing knives, stiletto knife. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="145"> ### Vunder Gorvos ![](vunder-gorvos.webp) _Vunder is part of the self-styled nobility of the underhive. Decades ago three crime families took over Two Tunnels, Draek’s Gantry and the Grey Wastes Trading Post. Together they formed a triumvirate to rule over the three settlements and the dozen or so surrounding domes between the Dust Falls drop and the Ash Gates interchange. Against the odds, the families didn’t turn on each other or fall prey to criminal rivals. Instead, they managed to endure until their children grew up to inherit the lands of their parents. The Gorvos family runs Two Tunnels alongside the Faebrun and Kaorka clans, and Vunder is heir apparent to the Gorvos line. Unfortunately for the Gorvos family, Vunder is an idiot._ _Clad in underhive finery, Vunder genuinely believes himself a hive noble. He apes any uphive fashions or affectations he happens to hear about, and goes out his way to antagonise Guilders and Enforcers who don’t properly ‘respect’ his position. Needless to say, he is universally despised and has survived only by virtue of his linage. Vunder’s sister, Gaen, has been working for years to rid her family of him. On the pretext of having him prove his noble superiority, Gaen organises ‘alliances’ with local gangs, whereby Vunder will accompany them on business important to the family. So far, Vunder has been ‘hired’ out to numerous local factions, though much to Gaen’s frustration, has yet to get himself killed._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** 2x stub guns, shotgun (solid & scatter), sword. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="150"> ### Gaen ‘The Gunk Queen’ Gorvos ![](gaen-gorvos.webp) _It’s difficult to find entitled and spoiled underhivers, given the crushing poverty and endemic violence of their surroundings – though they do exist. Gaen ‘the Gunk Queen’ Gorvos is one such anomalous individual; a pauper princess who has risen to control the notorious Gorvos clan of the Two Tunnels triumvirate. Gaen shares some of the traits of a junk noble with her brother Vunder, though unlike Vunder, she has no delusions about the world she inhabits. She knows the only way for the Gorvos clan to hold onto power is through fear and violence; that and getting rid of her stupid brother. While Vunder swans about pretending to be Two Tunnels royalty (if there were such a thing), Gaen is getting on with the business of making creds._ _It is not for her overuse of ‘McSkav’s Mohawk Grease’ that Gaen is called the Gunk Queen. One of Gorvos’ major holdings is the Two Tunnels’ Gunk Tank, a vast reserve of fermented run-off from Hive City that has kept the settlement in creds for centuries. As the Gunk Queen of Two Tunnels, Gaen makes it her personal mission to oversee the gunk trade and crack down on anyone with designs on her turf. She often hires on to gangs to oversee operations personally, furnishing her companions with gunk rounds and gunk bombs if they run off the competition. For the last few years Gaen has been involved in a clandestine war with the crime boss Balthazar, who has his own designs on Two Tunnels. More than one of Balthazar’s agents has even gotten a first-hand look at the prize their employer is trying to claim – as Gaen personally drowns them in the gunk tank. Recently, the conflict has escalated as Gaen’s brother Vunder has been (quite unwillingly) working with Balthazar’s gangs, forcing Gaen to redouble her efforts to rid herself of her annoying sibling._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 7+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Autogun, throwing knives, sword, gunk bomb. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Gorvos Twins (Twins of the Two Tunnels) This fighter can be chosen as an Outcast Leader with the following effects: - **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. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="280"> ### Abomination of Badzone 12 **_Chaotic only_** ![](abomination-of-badzone-12.jpg) _There are things that live in the depths of the hive that defy explanation or classification. These are horrors so vile that they seem to instinctively seek the darkness as if they know their very presence is anathema to the light of the God-Emperor. The Abomination of Badzone 12 is such a stain upon decency and reason. A crawling, slithering, staggering thing of claws and tentacles and eyes, the Abomination lives in the depths of Hive Primus. In the dark cycles of power-down it sometimes creeps up from its lair, looking for more satisfying fare than mutant or rat. Blood-spattered holesteads and ravaged caravans are left in its wake, possessions and goods left behind, but every scrap of meat and bone consumed._ _The Abomination has even destroyed fledgling settlements, those who thought themselves safe from raiders only to perish beneath the claws of the gigantic spawn._ _Underhive rumour has it that the Abomination is the remains of the Cult of the Sump Mother, a malefic church based upon the worship of the sump as a living god. Fused by their profane deity into a single howling entity, the Abomination feeds upon itself in its madness, fanged mouths biting into screaming faces as scythed limbs drag it through the hive. Sometimes cults lure the Abomination out with promises of food, intent on loosing it against their foes. Though this is not without peril, and the cult might just as easily find themselves to be the Abomination’s prey._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | - | 5 | 5 | 4 | 5+ | 4 | - | - | - | - | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ferocious Jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Claws, tentacles and other strange appendages | E | 2" | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Wargear:** The ever-mutating hide of the Abomination of Badzone 12 grants it a save equivalent to wearing [heavy carapace armour](/docs/armoury/armour#carapace). #### Special Rules **Mindless Beast:** The only actions the Abomination of Badzone 12 can make are Move, Charge, Fight and Coup de Grace. Any Cool or Willpower checks made for the Abomination of Badzone 12 automatically pass, but any Leadership or Intelligence checks automatically fail. **Outlaw:** The Abomination of Badzone 12 is an Outlaw Hired Gun. **Chaotic:** The Abomination of Badzone 12 can only be hired by Corpse Grinder Cult, Helot Chaos Cults or Chaos Corrupted gangs. #### Mindless Beast Can only make Move, Charge, Fight and Coup de Grace actions. Automatically passes Cool & Willpower tests. Automatically fails Leadership and Intelligence tests. _Source: The Book of Ruin_ </FighterCard>
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# Using The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of Imperial law. In the Uprising Campaign, players take sides, allying themselves with the Imperial authorities, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. :::note DESIGNER’S NOTE Whilst the Uprising Campaign is designed to allow players to recreate the events within the doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ### The Arbitrator The Uprising Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Uprising Campaign, the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign, and whether Chaos or Order are in Ascendancy (see page 80). - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends. ### The Gangs Hive rebellions and daemonic incursions are notoriously indifferent when it comes to who they affect, and all kinds of local factions can find themselves caught up in the fighting. The Uprising Campaign can be played with any Necromunda gangs – and guidelines for including different kinds of gangs are presented in the Setting up the Campaign section on page 76. ### Uprising Territories While the focus of the Uprising Campaign is the struggle between Order and Chaos, Territories still play a large part in the conflict. These represent the turf controlled by the gangs and provide them with a steady supply of resources along with various other benefits. Players begin the campaign in control of one or more Territories, and have the opportunity to capture various Territories as the campaign progresses. In the Uprising Campaign, each Territory can be under the influence of Order, or under the influence of Chaos. When the campaign begins, all Territories are under the influence of Order, but as the campaign progresses they can be Ruined and come under the influence of Chaos, representing the gradual corruption of the hive. The Boons gangs gain from Territories change depending upon which influence the Territory is under (see page 88). ### Pre- and Post-Battle Sequence The Uprising Campaign uses all of the standard rules for the pre- and post-battle sequences presented in the Necromunda Core Rulebook, including the gaining and spending of XP. ### Winning Victory in the Uprising Campaign goes beyond the final domination of Chaos or Order. At the end of the campaign, the Arbitrator awards various Triumphs (see page 86) based upon such things as the most victories for Order or Chaos, the most people consumed or saved, or which gang has the highest Reputation.
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# Using The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of Imperial law. In the Uprising Campaign, players take sides, allying themselves with the Imperial authorities, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. :::note DESIGNER’S NOTE Whilst the Uprising Campaign is designed to allow players to recreate the events within the doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ### The Arbitrator The Uprising Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Uprising Campaign, the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign, and whether Chaos or Order are in Ascendancy (see page 80). - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends. ### The Gangs Hive rebellions and daemonic incursions are notoriously indifferent when it comes to who they affect, and all kinds of local factions can find themselves caught up in the fighting. The Uprising Campaign can be played with any Necromunda gangs – and guidelines for including different kinds of gangs are presented in the Setting up the Campaign section on page 76. ### Uprising Territories While the focus of the Uprising Campaign is the struggle between Order and Chaos, Territories still play a large part in the conflict. These represent the turf controlled by the gangs and provide them with a steady supply of resources along with various other benefits. Players begin the campaign in control of one or more Territories, and have the opportunity to capture various Territories as the campaign progresses. In the Uprising Campaign, each Territory can be under the influence of Order, or under the influence of Chaos. When the campaign begins, all Territories are under the influence of Order, but as the campaign progresses they can be Ruined and come under the influence of Chaos, representing the gradual corruption of the hive. The Boons gangs gain from Territories change depending upon which influence the Territory is under (see page 88). ### Pre- and Post-Battle Sequence The Uprising Campaign uses all of the standard rules for the pre- and post-battle sequences presented in the Necromunda Core Rulebook, including the gaining and spending of XP. ### Winning Victory in the Uprising Campaign goes beyond the final domination of Chaos or Order. At the end of the campaign, the Arbitrator awards various Triumphs (see page 86) based upon such things as the most victories for Order or Chaos, the most people consumed or saved, or which gang has the highest Reputation.
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# 11. Rescue Mission _“Did I ever tell you about the time I escaped from the Bittersweet Blades using just an exhausted power cell and a bottle of Snake Juice?”_ \- Jimmy Half-Hand, Proprietor of the Drowned Sump, Ash City In this scenario, a gang tries to rescue a previously captured fighter from the clutches of their enemy. _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). The attacker uses the Custom Selection (10) method to determine their crew. The defender’s starting crew are their sentries. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The rest of the deck is then set to one side to form their Reinforcements deck. ## Deployment The defender sets up their sentries and Captive(s) anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any edge of any battlefield edge. ## Gang Tactics The attacker can choose up to three gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang – however, they cannot be played until the alarm has been raised. If, during the pre-battle sequence, one player’s Gang Rating is less than their opponent’s, they may randomly determine an additional gang tactic for each full 100 credits of difference. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory The attacker wins if, at the end of the battle, all of their fighters held Captive were freed and have taken flight. If no Captives took flight, the defender wins. Otherwise, the battle is a draw. ## Rewards #### Experience If a Captive was freed, the fighter who freed them earns D3 XP. If a Captive is freed and takes flight, they earn 1 XP. If all of the Captives were freed and took flight, the attacking gang's Leader earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation For each Captive that was freed, the attacker gains 2 Reputation and the defender loses 1 Reputation. If either gang bottled out, they lose 1 Reputation. ## The Captive In a campaign, this scenario can only be played if one or more of the attacker’s fighters has been Captured by the defender. These models are the Captives. In a skirmish battle, the attacker picks one of their fighters to act as the Captive. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Captive Models Captive fighters never gain Ready markers, and cannot be activated or attacked by either player. Non-Captive attacking fighters can make the following action: **Free Captive (Basic):** Pick a Captive within 1" and roll a D6. If the result is a 3 or higher, the Captive is freed. On a 1 or 2 however, the Captive is not freed from their shackles and remains Captive. In addition, in the End phase of each round, the attacking player may declare that one or more Captives will attempt to escape their bonds. For each Captive that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound. Freed Captives gain a Ready marker in the following Priority phase and can be activated as normal from then on. Their rescuers immediately return their equipment to them. ## Taking Flight Once the attackers have freed their Captive(s), they can disappear back into the shadows. Any attacking model or freed Captive that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes, even if they are Prone and Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle checks. ## Reinforcements In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender. ## Fleeing The Battlefield If the defender voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario and the Captives are freed. _Source: Necromunda 2018 Rulebook_ _With one of their number in the hands of their rivals, a gang launches a daring rescue._ ## 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. ## The Captives In a campaign, this scenario can only be chosen if any of the attacker’s fighters have been captured by the defender. These fighters are the Captives. Otherwise the attacker picks one fighter as the Captive. ## Battlefield Standard. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom. (Ash Wastes: can include vehicles). - **Defender:** Custom (5 Sentries) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). If a sentry has multiple equipment sets, randomize which one is used. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (3). - Defender: Random (2) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: Set up the Captive(s) & sentries anywhere. 2. Attacker: Entire crew within 2" of any battlefield edges (free to use all edges). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). #### Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. #### Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. #### Attempt to Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | 2D6+S | Result | | :---: | :-------------------- | | 1-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured & Stationary). They count as being Out of Action for the purpose of Bottle tests. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory - Attacker: All Captives are freed and took flight. - Defender: No Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive. - +1 to each Captive that were freed and took flight. - +1 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the attacker per freed Captive. - -1 to the defender per freed Captive. - -1 to any gang that bottled out. House Rule (Necrodamus, A&A) ### Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
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2024-06-13 20:34:24.508078
['2023', 'sector-mechanicus', 'zone-mortalis', 'ash-wastes', 'home-advantage', 'core-rulebook', 'scenarios']
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In this scenario, a gang tries to rescue a previously captured fighter from the clutches of their enemy.
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# 11. Rescue Mission _“Did I ever tell you about the time I escaped from the Bittersweet Blades using just an exhausted power cell and a bottle of Snake Juice?”_ \- Jimmy Half-Hand, Proprietor of the Drowned Sump, Ash City In this scenario, a gang tries to rescue a previously captured fighter from the clutches of their enemy. _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew or Reinforcements. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). The attacker uses the Custom Selection (10) method to determine their crew. The defender’s starting crew are their sentries. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The rest of the deck is then set to one side to form their Reinforcements deck. ## Deployment The defender sets up their sentries and Captive(s) anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any edge of any battlefield edge. ## Gang Tactics The attacker can choose up to three gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang – however, they cannot be played until the alarm has been raised. If, during the pre-battle sequence, one player’s Gang Rating is less than their opponent’s, they may randomly determine an additional gang tactic for each full 100 credits of difference. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory The attacker wins if, at the end of the battle, all of their fighters held Captive were freed and have taken flight. If no Captives took flight, the defender wins. Otherwise, the battle is a draw. ## Rewards #### Experience If a Captive was freed, the fighter who freed them earns D3 XP. If a Captive is freed and takes flight, they earn 1 XP. If all of the Captives were freed and took flight, the attacking gang's Leader earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation For each Captive that was freed, the attacker gains 2 Reputation and the defender loses 1 Reputation. If either gang bottled out, they lose 1 Reputation. ## The Captive In a campaign, this scenario can only be played if one or more of the attacker’s fighters has been Captured by the defender. These models are the Captives. In a skirmish battle, the attacker picks one of their fighters to act as the Captive. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Captive Models Captive fighters never gain Ready markers, and cannot be activated or attacked by either player. Non-Captive attacking fighters can make the following action: **Free Captive (Basic):** Pick a Captive within 1" and roll a D6. If the result is a 3 or higher, the Captive is freed. On a 1 or 2 however, the Captive is not freed from their shackles and remains Captive. In addition, in the End phase of each round, the attacking player may declare that one or more Captives will attempt to escape their bonds. For each Captive that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound. Freed Captives gain a Ready marker in the following Priority phase and can be activated as normal from then on. Their rescuers immediately return their equipment to them. ## Taking Flight Once the attackers have freed their Captive(s), they can disappear back into the shadows. Any attacking model or freed Captive that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes, even if they are Prone and Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle checks. ## Reinforcements In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender. ## Fleeing The Battlefield If the defender voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario and the Captives are freed. _Source: Necromunda 2018 Rulebook_ _With one of their number in the hands of their rivals, a gang launches a daring rescue._ ## 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. ## The Captives In a campaign, this scenario can only be chosen if any of the attacker’s fighters have been captured by the defender. These fighters are the Captives. Otherwise the attacker picks one fighter as the Captive. ## Battlefield Standard. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom. (Ash Wastes: can include vehicles). - **Defender:** Custom (5 Sentries) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). If a sentry has multiple equipment sets, randomize which one is used. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (3). - Defender: Random (2) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: Set up the Captive(s) & sentries anywhere. 2. Attacker: Entire crew within 2" of any battlefield edges (free to use all edges). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). #### Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. #### Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. #### Attempt to Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | 2D6+S | Result | | :---: | :-------------------- | | 1-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured & Stationary). They count as being Out of Action for the purpose of Bottle tests. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory - Attacker: All Captives are freed and took flight. - Defender: No Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive. - +1 to each Captive that were freed and took flight. - +1 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the attacker per freed Captive. - -1 to the defender per freed Captive. - -1 to any gang that bottled out. House Rule (Necrodamus, A&A) ### Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
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# Location Details #location ## Description **Ravenhurst Ruins** Located in the outer rim of the underhive, Ravenhurst Ruins is a sprawling complex of crumbling buildings, overgrown with vines and fungus. The once-thriving settlement has been reduced to a mere shadow of its former self, with twisted metal beams and cracked concrete slabs forming the skeletal remains of what was once a thriving metropolis. **Income:** `dice: 1d6` (3-5 credits per turn) The ruins themselves provide a moderate income to the gang that occupies them, worth 3-5 credits per turn. The exact amount is determined by rolling a d6 and adding the result to the territory's standard income. **Special Ability:** "Scavenger's Delight" When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Terrain Features:** * **Crumbling Buildings:** The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * **Overgrown Passages:** Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins; on a roll of 4-6, the fighter is slowed by 1 turn due to the dense foliage. **Territory Objective:** * **Control:** The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * **Reputation Points:** +2 reputation points for every turn a gang controls Ravenhurst Ruins. **Notes:** This territory is designed to be a mid-level challenge, providing some benefits but also presenting obstacles through its terrain features. Van Saar's reputation bonus will likely serve them well in this area, while Orlock's priority advantage could help them capitalize on the initial combat round. Cawdor's corpse farm income might not be as effective in Ravenhurst Ruins due to the moderate income provided by the territory. **Special Rules and Boons:** * **Collapse:** When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). * **Scavenger's Bounty:** When a gang occupies Ravenhurst Ruins, they earn an additional `dice: 1d4` credits per turn. This bonus is in addition to the territory's standard income. * **Fungal Growth:** Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins. On a roll of 4-6, a fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. These special rules and boons add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Special Rules Here's an updated version of Ravenhurst Ruins with special rules that affect combat scenarios: **Ravenhurst Ruins** * Location: Outer rim of the underhive, surrounded by abandoned tunnels and rubble-filled caverns. * Income: 5 credits per turn (dice: 1d6) * Special Ability: "Scavenger's Delight" - When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Special Rules** * **Collapse**: When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). This can significantly impact the outcome of the battle. * **Fungal Growth**: When a gang attempts to take control of Ravenhurst Ruins from an occupied gang, roll a `dice: 1d6` at the start of the combat. On a roll of 4-6, fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. * **Ruinous Terrain**: When combat occurs in Ravenhurst Ruins, the terrain is considered ruinous (dice: 1d6). This can affect the movement and positioning of fighters during the battle. **Terrain Features** * Crumbling Buildings: The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * Overgrown Passages: Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. **Territory Objective** * Control: The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * Reputation Points: +2 reputation points for every turn a gang controls Ravenhurst Ruins. These special rules add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Income According to the original description, Ravenhurst Ruins provides a moderate income to the gang that occupies it, worth 5 credits per turn. To determine the actual income generated, you can use the following formula: Income = 5 (base income) + `dice: 1d4` This means that the gang will earn a base income of 5 credits per turn, and then roll a d4 to add an additional amount. The rolled value can be used to purchase upgrades or equipment for their fighters. For example, if the gang rolls a 2 on the d4, their total income would be 7 credits (5 + 2). If they roll a 3, their total income would be 8 credits (5 + 3), and so on.
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# Location Details #location ## Description **Ravenhurst Ruins** Located in the outer rim of the underhive, Ravenhurst Ruins is a sprawling complex of crumbling buildings, overgrown with vines and fungus. The once-thriving settlement has been reduced to a mere shadow of its former self, with twisted metal beams and cracked concrete slabs forming the skeletal remains of what was once a thriving metropolis. **Income:** `dice: 1d6` (3-5 credits per turn) The ruins themselves provide a moderate income to the gang that occupies them, worth 3-5 credits per turn. The exact amount is determined by rolling a d6 and adding the result to the territory's standard income. **Special Ability:** "Scavenger's Delight" When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Terrain Features:** * **Crumbling Buildings:** The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * **Overgrown Passages:** Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins; on a roll of 4-6, the fighter is slowed by 1 turn due to the dense foliage. **Territory Objective:** * **Control:** The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * **Reputation Points:** +2 reputation points for every turn a gang controls Ravenhurst Ruins. **Notes:** This territory is designed to be a mid-level challenge, providing some benefits but also presenting obstacles through its terrain features. Van Saar's reputation bonus will likely serve them well in this area, while Orlock's priority advantage could help them capitalize on the initial combat round. Cawdor's corpse farm income might not be as effective in Ravenhurst Ruins due to the moderate income provided by the territory. **Special Rules and Boons:** * **Collapse:** When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). * **Scavenger's Bounty:** When a gang occupies Ravenhurst Ruins, they earn an additional `dice: 1d4` credits per turn. This bonus is in addition to the territory's standard income. * **Fungal Growth:** Roll a `dice: 1d6` when entering or exiting Ravenhurst Ruins. On a roll of 4-6, a fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. These special rules and boons add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Special Rules Here's an updated version of Ravenhurst Ruins with special rules that affect combat scenarios: **Ravenhurst Ruins** * Location: Outer rim of the underhive, surrounded by abandoned tunnels and rubble-filled caverns. * Income: 5 credits per turn (dice: 1d6) * Special Ability: "Scavenger's Delight" - When a gang occupies Ravenhurst Ruins, they can choose to deploy an additional fighter in the next battle, as long as they have sufficient points available. This ability is unique to Ravenhurst Ruins and cannot be used elsewhere on the underhive map. **Special Rules** * **Collapse**: When combat occurs in Ravenhurst Ruins, roll a `dice: 1d6` at the start of the battle. On a roll of 4-6, one random building collapses, causing damage to both sides (1 point each). This can significantly impact the outcome of the battle. * **Fungal Growth**: When a gang attempts to take control of Ravenhurst Ruins from an occupied gang, roll a `dice: 1d6` at the start of the combat. On a roll of 4-6, fungal growth blocks the way, causing all fighters attempting to move through the area to become slowed by 1 turn. * **Ruinous Terrain**: When combat occurs in Ravenhurst Ruins, the terrain is considered ruinous (dice: 1d6). This can affect the movement and positioning of fighters during the battle. **Terrain Features** * Crumbling Buildings: The ruins are filled with crumbling buildings that can provide cover for fighters. However, these structures are unstable and may collapse during combat, causing damage to both sides. * Overgrown Passages: Narrow passages filled with vines and fungus make it difficult for fighters to move quickly through the area. **Territory Objective** * Control: The objective of this territory is to control as much of the ruins as possible. The gang with the most fighters occupying the ruins earns bonus income and reputation points. * Reputation Points: +2 reputation points for every turn a gang controls Ravenhurst Ruins. These special rules add an extra layer of complexity and challenge to Ravenhurst Ruins, making it a more interesting and dynamic territory for your Necromunda campaign. ## Income According to the original description, Ravenhurst Ruins provides a moderate income to the gang that occupies it, worth 5 credits per turn. To determine the actual income generated, you can use the following formula: Income = 5 (base income) + `dice: 1d4` This means that the gang will earn a base income of 5 credits per turn, and then roll a d4 to add an additional amount. The rolled value can be used to purchase upgrades or equipment for their fighters. For example, if the gang rolls a 2 on the d4, their total income would be 7 credits (5 + 2). If they roll a 3, their total income would be 8 credits (5 + 3), and so on.
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# Weapon Traits _Source: Necromunda Core Rulebook (2023)_ The following list contains all of the Weapon Traits in full. Here is the formatted table: | **Trait** | **Description** | | --- | --- | | Assault Shield/Energy Shield | +2 armour save modifier against melee attacks from within vision arc, +1 armour save modifier against ranged attacks from within vision arc. Cannot be used when fighter is Prone or Pinned. | | Backstab | Add 1 to attack's Strength if attacker is not within target's vision arc. | | Blast (3"/5"/\*) | Utilizes a Blast marker. | | Blaze | Roll D6 after attack resolves; on a 4+, target becomes subject to Blaze condition. Inorganic targets are not affected. | | Burrowing | Can fire at targets outside line of sight; place Blast marker and move it 2D6" in direction determined by Scatter dice. | | Chem Delivery | Declare type of chem to fire at target; roll D6, with result equal to or higher than target's Toughness affecting the target. | | Combi | Has two profiles; pick one for attack. Ammo tests track separately for each profile. | | Concussion | Reduces fighter's Initiative by 2 until end of round; reduces vehicle's Handling by 2 until end of round. | | Crew Operated | Operated by vehicle crew; uses BS characteristic of vehicle crew. Unwieldy trait has no effect. | | Cursed | Fighter must pass Willpower test or gain Insane condition after being hit. | | Demolitions | Can be used to attack scenery targets with grenades; makes one automatic attack. | | Trait | Description | | --- | --- | | Digi | Can be used in addition to any other Melee weapon carried by the fighter. Does not count towards the maximum number of weapons a fighter can carry. Maximum 10 weapons with this trait. | | Disarm | If attack roll is natural 6, target cannot use weapons for Reaction attacks for remainder of round. | | Drag | If attack hits, attacker can attempt to drag target closer after resolving attack. Roll D6; if score equals or exceeds target's Strength, target is dragged D3" straight towards attacker. | | Entangle | Hits cannot be negated by Parry trait. If attack roll is natural 6, Reaction attacks made by target have -2 hit modifier. | | Esoteric | Does not conform to standard Imperial patterns or fittings; cannot be given Weapon Accessories, upgraded, or modified. | | Exclusive | Cannot be purchased from Trading Post; gang must purchase it if it appears on their equipment list. | | Fear | No Injury roll made; opposing player makes Nerve test for target, subtracting 2 from result. If test fails, target is immediately Broken and runs for cover. | | Flare | Model hit by weapon with this trait or touched by Blast marker fired from a weapon with this trait becomes Revealed if battlefield is in darkness. | | Trait | Effect | | --- | --- | | **Flash** | No wound roll made. Target must make Initiative test (fighter) or Handling test (vehicle). Failure causes Blind condition. | | **Force** | Non-psyker: no additional effects. Sanctioned Psyker or Non-sanctioned Psyker special rule: gains Power and Sever traits. | | **Gas** | Fighter: roll D6. Result equal to or higher than Toughness or natural 6, make Injury roll. Otherwise, shrug off effects. No save roll allowed. Vehicle: roll D6. Result equal to or higher than rear Toughness or natural 6, suffer Driver Wounded result. | | **Graviton Pulse** | Fighter: roll D6 equal to or under Strength. Failure causes Damage with no armor save. Vehicle: roll D6 equal to or over facing hit's Toughness value. Failure causes Body hit with no armor save. Leave Blast marker for 1 round, affecting all models moving through area. | | **Grenade** | Treated as special ranged weapon. Can throw one grenade per Shoot (Basic) action. Grenades have limited ammo; failure to reload means no more grenades can be used. | | **Hexagrammatic** | Ignores psychic saves and inflicts double damage against Psykers. | | **Trait** | **Effect** | | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Impale | If an attack hits and wounds a fighter, roll 1d6. On 3+, resolve weapon's attack against another model within 1" of the target. Subtract 1 from Strength. Can continue through multiple fighters. | | Knockback | When a weapon with this trait hits, move the fighter 1" away from the attacker if the hit roll is equal to or higher than their Strength. If they can't be moved full distance due to terrain or another model, move as far as possible and increase Damage by 1. | | Limited | If a weapon fails an Ammo test while using Limited ammo, it runs out - delete the ammo type from the fighter's card and cannot be used again until more is purchased. | | Master-Crafted | Once per battle, re-roll a single failed hit roll. | | Melee | This weapon can be used during close combat attacks. | | Melta | If an attack reduces a fighter to 0 wounds, no Injury dice are rolled - instead, any Injury dice cause an automatic Out of Action result. Also applies to vehicle targets: roll additional Damage dice. | | **Trait** | **Effect** | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------ | | Parry | Force attacker to re-roll one successful hit (or two with two Parry weapons). | | Phase | Ignore armour and field armour saves. Vehicles cannot make armour saves. | | Plentiful | Automatically reload without Ammo test. | | Power | Attacks cannot be Parried, except by other Power weapons. Increase Damage if natural 6 roll. No save against attack (except Field armour). | | Pulverise | Change Injury dice from Flesh Wound to Serious Injury or add extra Damage dice when targeting a vehicle. | | Rad-Phage | Roll additional D6 after resolving hits; on 4+, suffer an additional Flesh Wound. | | **Trait** | **Effect** | | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rapid Fire (X) | Firing with a Rapid Fire weapon scores hits equal to bullet holes on the Firepower dice. Can roll up to X Firepower dice. Make Ammo test for each Ammo symbol rolled. If fails, gun runs Out of Ammo. If 2+ fail, gun jams and cannot be used. | | Reckless | Randomly determine target before making ranged attack. Attacks made with a Reckless weapon that also has Melee or Versatile traits are randomly distributed among eligible targets. Additional hits from Firepower dice must be distributed among maximum number of eligible targets. If more hits than targets, attacker chooses where to allocate spare hits. | | Rending | If roll to wound is 6, attack causes 1 extra point of Damage if target is a fighter, or rolls an extra Damage dice if target is a vehicle. | | Scarce | Ammunition is scarce and cannot be reloaded once Out of Ammo. Weapon cannot be used again during battle. | | Scattershot | When hit by Scattershot attack, make D6 wound rolls instead of 1. | | Seismic | Fighter hit by Seismic weapon becomes Prone and Pinned if Standing and Active. Vehicle hit by Seismic weapon must make Loss of Control test after attack is resolved. If natural 6 on wound roll, no save roll can be made against 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. 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. They do not have a Melee characteristic. In close combat, they are treated as having a Melee characteristic equal to their Long range characteristic. | | 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 are not affected. | | 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. | | Unwieldy (House Rule) | 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. | | 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). | Let me know if you have any further requests! 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 utilizes 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 :::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. > [!WARNING] 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). ```dataview TABLE name, effects FROM #weapon-effects ```
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# Weapon Traits _Source: Necromunda Core Rulebook (2023)_ The following list contains all of the Weapon Traits in full. Here is the formatted table: | **Trait** | **Description** | | --- | --- | | Assault Shield/Energy Shield | +2 armour save modifier against melee attacks from within vision arc, +1 armour save modifier against ranged attacks from within vision arc. Cannot be used when fighter is Prone or Pinned. | | Backstab | Add 1 to attack's Strength if attacker is not within target's vision arc. | | Blast (3"/5"/\*) | Utilizes a Blast marker. | | Blaze | Roll D6 after attack resolves; on a 4+, target becomes subject to Blaze condition. Inorganic targets are not affected. | | Burrowing | Can fire at targets outside line of sight; place Blast marker and move it 2D6" in direction determined by Scatter dice. | | Chem Delivery | Declare type of chem to fire at target; roll D6, with result equal to or higher than target's Toughness affecting the target. | | Combi | Has two profiles; pick one for attack. Ammo tests track separately for each profile. | | Concussion | Reduces fighter's Initiative by 2 until end of round; reduces vehicle's Handling by 2 until end of round. | | Crew Operated | Operated by vehicle crew; uses BS characteristic of vehicle crew. Unwieldy trait has no effect. | | Cursed | Fighter must pass Willpower test or gain Insane condition after being hit. | | Demolitions | Can be used to attack scenery targets with grenades; makes one automatic attack. | | Trait | Description | | --- | --- | | Digi | Can be used in addition to any other Melee weapon carried by the fighter. Does not count towards the maximum number of weapons a fighter can carry. Maximum 10 weapons with this trait. | | Disarm | If attack roll is natural 6, target cannot use weapons for Reaction attacks for remainder of round. | | Drag | If attack hits, attacker can attempt to drag target closer after resolving attack. Roll D6; if score equals or exceeds target's Strength, target is dragged D3" straight towards attacker. | | Entangle | Hits cannot be negated by Parry trait. If attack roll is natural 6, Reaction attacks made by target have -2 hit modifier. | | Esoteric | Does not conform to standard Imperial patterns or fittings; cannot be given Weapon Accessories, upgraded, or modified. | | Exclusive | Cannot be purchased from Trading Post; gang must purchase it if it appears on their equipment list. | | Fear | No Injury roll made; opposing player makes Nerve test for target, subtracting 2 from result. If test fails, target is immediately Broken and runs for cover. | | Flare | Model hit by weapon with this trait or touched by Blast marker fired from a weapon with this trait becomes Revealed if battlefield is in darkness. | | Trait | Effect | | --- | --- | | **Flash** | No wound roll made. Target must make Initiative test (fighter) or Handling test (vehicle). Failure causes Blind condition. | | **Force** | Non-psyker: no additional effects. Sanctioned Psyker or Non-sanctioned Psyker special rule: gains Power and Sever traits. | | **Gas** | Fighter: roll D6. Result equal to or higher than Toughness or natural 6, make Injury roll. Otherwise, shrug off effects. No save roll allowed. Vehicle: roll D6. Result equal to or higher than rear Toughness or natural 6, suffer Driver Wounded result. | | **Graviton Pulse** | Fighter: roll D6 equal to or under Strength. Failure causes Damage with no armor save. Vehicle: roll D6 equal to or over facing hit's Toughness value. Failure causes Body hit with no armor save. Leave Blast marker for 1 round, affecting all models moving through area. | | **Grenade** | Treated as special ranged weapon. Can throw one grenade per Shoot (Basic) action. Grenades have limited ammo; failure to reload means no more grenades can be used. | | **Hexagrammatic** | Ignores psychic saves and inflicts double damage against Psykers. | | **Trait** | **Effect** | | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Impale | If an attack hits and wounds a fighter, roll 1d6. On 3+, resolve weapon's attack against another model within 1" of the target. Subtract 1 from Strength. Can continue through multiple fighters. | | Knockback | When a weapon with this trait hits, move the fighter 1" away from the attacker if the hit roll is equal to or higher than their Strength. If they can't be moved full distance due to terrain or another model, move as far as possible and increase Damage by 1. | | Limited | If a weapon fails an Ammo test while using Limited ammo, it runs out - delete the ammo type from the fighter's card and cannot be used again until more is purchased. | | Master-Crafted | Once per battle, re-roll a single failed hit roll. | | Melee | This weapon can be used during close combat attacks. | | Melta | If an attack reduces a fighter to 0 wounds, no Injury dice are rolled - instead, any Injury dice cause an automatic Out of Action result. Also applies to vehicle targets: roll additional Damage dice. | | **Trait** | **Effect** | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------ | | Parry | Force attacker to re-roll one successful hit (or two with two Parry weapons). | | Phase | Ignore armour and field armour saves. Vehicles cannot make armour saves. | | Plentiful | Automatically reload without Ammo test. | | Power | Attacks cannot be Parried, except by other Power weapons. Increase Damage if natural 6 roll. No save against attack (except Field armour). | | Pulverise | Change Injury dice from Flesh Wound to Serious Injury or add extra Damage dice when targeting a vehicle. | | Rad-Phage | Roll additional D6 after resolving hits; on 4+, suffer an additional Flesh Wound. | | **Trait** | **Effect** | | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rapid Fire (X) | Firing with a Rapid Fire weapon scores hits equal to bullet holes on the Firepower dice. Can roll up to X Firepower dice. Make Ammo test for each Ammo symbol rolled. If fails, gun runs Out of Ammo. If 2+ fail, gun jams and cannot be used. | | Reckless | Randomly determine target before making ranged attack. Attacks made with a Reckless weapon that also has Melee or Versatile traits are randomly distributed among eligible targets. Additional hits from Firepower dice must be distributed among maximum number of eligible targets. If more hits than targets, attacker chooses where to allocate spare hits. | | Rending | If roll to wound is 6, attack causes 1 extra point of Damage if target is a fighter, or rolls an extra Damage dice if target is a vehicle. | | Scarce | Ammunition is scarce and cannot be reloaded once Out of Ammo. Weapon cannot be used again during battle. | | Scattershot | When hit by Scattershot attack, make D6 wound rolls instead of 1. | | Seismic | Fighter hit by Seismic weapon becomes Prone and Pinned if Standing and Active. Vehicle hit by Seismic weapon must make Loss of Control test after attack is resolved. If natural 6 on wound roll, no save roll can be made against 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. 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. They do not have a Melee characteristic. In close combat, they are treated as having a Melee characteristic equal to their Long range characteristic. | | 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 are not affected. | | 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. | | Unwieldy (House Rule) | 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. | | 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). | Let me know if you have any further requests! 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 utilizes 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 :::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. > [!WARNING] 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). ```dataview TABLE name, effects FROM #weapon-effects ```
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# Imperial Imposters _Source: House of Artifice_ <details> <summary>Updates</summary> - 29/04/2022 [_FAQs and Errata_](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf) - Ammended **An Honorable Word** </details> _Faux nobility are well-versed in the mechanisms of power that run Necromunda, and the aid of an Imperial Imposter can elevate a gang to unheard-of levels of power – provided they don’t get caught. House Van Saar is, in many ways, as much a clan of secrets as the Delaque, the preservation of the STC requiring unseen hands working in the darkness – and for this the House of Artifice both employs and sponsors Imperial Imposters._ ## Benefits **Criminal Allies:** Any gang may form an Alliance with an Imperial Imposter provided it is an Outlaw gang. The nature of their operations makes Fallen Houses deeply distrustful of Law Abiding gangs. **Strong Alliance (House Van Saar):** The first time a gang belonging to House Van Saar is required to Test the Alliance (see page 75) with this ally, do not roll. Instead count the result as Disquiet. **An Honourable Word:** While the gang is allied with an Imperial Imposter, they can protect themselves or another gang from being outlawed. At the start of a Campaign week, choose a gang (this can be the player’s own gang). For the duration of this Campaign week, the selected gang can ignore any one action that would result in them changing alignment. If a gang that is allied with an Imperial Imposter changes alignment, it must Test the Alliance but does not add 3 to the dice roll. If a gang that is allied with an Imperial Imposter changes alignment in a Law and Misrule campaign, it must Test the Alliance but does not add 3 to the drice roll. When visiting the Trading Post, the allied gang may ignore the -2 modifier to the Seek Rare Equipment roll for being an Outlaw gang. **Uphive Ambassadors:** In the pre-battle sequence the gang may add a [Master Charlatan](#master-charlatan) to their gang for the game. This Hired Gun does 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 the Murder Cyborg, Shoot-out or Escort Mission scenario then a Master Charlatan must be included unless the gang rolls to Test the Alliance. ## Drawbacks **Noble Ambitions:** During the pre-battle sequence, if the gang has the option of choosing the scenario to be played roll a D6. On 1, 2 or 3 the gang must choose Looters, Forgotten Riches or Caravan Heist. On a 4+ they can choose any scenario as normal. Instead of rolling the gang can choose to play any scenario, but if they do they must Test the Alliance. **Guilt by Association:** During the post-battle sequence, if the gang fielded a Master Charlatan they must roll a D6. On a 6 their association has been discovered and the gang is outlawed. Instead of rolling, the gang can dissociate itself from the Imperial Imposters, but if they do they must Test the Alliance. <FighterCard> ### Master Charlatan | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 7+ | 5+ | 6+ | 6+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** [Needle pistol](/docs/armoury/pistols#needle-pistol), [stiletto sword](/docs/armoury/close-combat#stiletto-sword), 4x [digi lasers](/docs/armoury/close-combat#digi-laser). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [holochromatic field](/docs/armoury/personal-equipment#holochromatic-field), [falsehood](/docs/armoury/personal-equipment#falsehood). <details> <summary>Lore</summary> _Master Charlatans blend seamlessly into Necromunda high society. Dressed as nobles and adopting their affectations they work towards their own ends – which is usually robbing the Noble Houses mercilessly. Some have deeper agendas – often because they are in the employ of other Noble Houses or vengeful renegades, though these are the exception rather than the rule. Then there are those who find their way down into the underhive. These duplicitous individuals play off the locals’ ignorance of noble conventions to live comfortably or manipulate those around them – though the price of discovery is usually being hung from the settlement walls or thrown down the deepest, darkest hole around._ _A Master Charlatan might aid a gang by offering unique talents such as disguising themselves as the gang’s rivals on the battlefield or spreading disinformation before or after confrontations. Sometimes they might even appear as specific members of their allies’ own gang, such as a noteworthy leader or champion, fooling the enemy long enough for them to be ambushed. Should the Master Charlatan be revealed, they are still a deadly prospect to face, their lifestyle having afforded them a wealth of concealed weapons and wargear._ </details> </FighterCard>
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2024-06-13 20:34:24.508078
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# Imperial Imposters _Source: House of Artifice_ <details> <summary>Updates</summary> - 29/04/2022 [_FAQs and Errata_](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf) - Ammended **An Honorable Word** </details> _Faux nobility are well-versed in the mechanisms of power that run Necromunda, and the aid of an Imperial Imposter can elevate a gang to unheard-of levels of power – provided they don’t get caught. House Van Saar is, in many ways, as much a clan of secrets as the Delaque, the preservation of the STC requiring unseen hands working in the darkness – and for this the House of Artifice both employs and sponsors Imperial Imposters._ ## Benefits **Criminal Allies:** Any gang may form an Alliance with an Imperial Imposter provided it is an Outlaw gang. The nature of their operations makes Fallen Houses deeply distrustful of Law Abiding gangs. **Strong Alliance (House Van Saar):** The first time a gang belonging to House Van Saar is required to Test the Alliance (see page 75) with this ally, do not roll. Instead count the result as Disquiet. **An Honourable Word:** While the gang is allied with an Imperial Imposter, they can protect themselves or another gang from being outlawed. At the start of a Campaign week, choose a gang (this can be the player’s own gang). For the duration of this Campaign week, the selected gang can ignore any one action that would result in them changing alignment. If a gang that is allied with an Imperial Imposter changes alignment, it must Test the Alliance but does not add 3 to the dice roll. If a gang that is allied with an Imperial Imposter changes alignment in a Law and Misrule campaign, it must Test the Alliance but does not add 3 to the drice roll. When visiting the Trading Post, the allied gang may ignore the -2 modifier to the Seek Rare Equipment roll for being an Outlaw gang. **Uphive Ambassadors:** In the pre-battle sequence the gang may add a [Master Charlatan](#master-charlatan) to their gang for the game. This Hired Gun does 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 the Murder Cyborg, Shoot-out or Escort Mission scenario then a Master Charlatan must be included unless the gang rolls to Test the Alliance. ## Drawbacks **Noble Ambitions:** During the pre-battle sequence, if the gang has the option of choosing the scenario to be played roll a D6. On 1, 2 or 3 the gang must choose Looters, Forgotten Riches or Caravan Heist. On a 4+ they can choose any scenario as normal. Instead of rolling the gang can choose to play any scenario, but if they do they must Test the Alliance. **Guilt by Association:** During the post-battle sequence, if the gang fielded a Master Charlatan they must roll a D6. On a 6 their association has been discovered and the gang is outlawed. Instead of rolling, the gang can dissociate itself from the Imperial Imposters, but if they do they must Test the Alliance. <FighterCard> ### Master Charlatan | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 7+ | 5+ | 6+ | 6+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** [Needle pistol](/docs/armoury/pistols#needle-pistol), [stiletto sword](/docs/armoury/close-combat#stiletto-sword), 4x [digi lasers](/docs/armoury/close-combat#digi-laser). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [holochromatic field](/docs/armoury/personal-equipment#holochromatic-field), [falsehood](/docs/armoury/personal-equipment#falsehood). <details> <summary>Lore</summary> _Master Charlatans blend seamlessly into Necromunda high society. Dressed as nobles and adopting their affectations they work towards their own ends – which is usually robbing the Noble Houses mercilessly. Some have deeper agendas – often because they are in the employ of other Noble Houses or vengeful renegades, though these are the exception rather than the rule. Then there are those who find their way down into the underhive. These duplicitous individuals play off the locals’ ignorance of noble conventions to live comfortably or manipulate those around them – though the price of discovery is usually being hung from the settlement walls or thrown down the deepest, darkest hole around._ _A Master Charlatan might aid a gang by offering unique talents such as disguising themselves as the gang’s rivals on the battlefield or spreading disinformation before or after confrontations. Sometimes they might even appear as specific members of their allies’ own gang, such as a noteworthy leader or champion, fooling the enemy long enough for them to be ambushed. Should the Master Charlatan be revealed, they are still a deadly prospect to face, their lifestyle having afforded them a wealth of concealed weapons and wargear._ </details> </FighterCard>
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# Badzone: Hive Ruins ## Ancient Imperium ### Holy Imperialis While within 6”, gain +2 modifier to any Willpower tests. However, fighters opposed to the Imperium, such as Chaos or Genestealer Cultists, gain -2 modifier instead. ### Mechanicus Arcana At the end of a battle, if a gang has one or more fighters within 1”, and the opponent has none, gain D6x10 credits (in addition to any other scenario rewards). ### Ancient Terminal A fighter within 1” may make an Access Terminal (Double) action (Intelligence test with a -2 modifier). If successful and a double, gain 2D6x10 Credits. In addition, if successful, roll a D6: | D6 | Result | | :-: | :-------------- | | 1-2 | +D6 Reputation. | | 3-4 | +D6x10 Credits. | | 5-6 | +D6 Experience. | Once interacted with, it becomes inert and has no further effect. ## Avandoned Hardware ### Cranes and Servohaulers Fighters in B2B can make a Jury Rig (Double) action. Pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain). ### Medicae Station In the End phase, if Seriously Injured and within 3", instead of making a Recovery test as normal, make an Intelligence test. The result counts as a Recovery test roll. - Pass: Flesh Wound. - Fail: Out of Action. ### Vox Relay If within 3”, the fighter can be included in a Group Activation regardless of range. This does not increase the number of fighters that may participate in the Group Activation, only the range. ### Force Barriers Fighters hit by ranged attacks through a pair of pylons count as being equipped with a [refractor field](/docs/armoury/field-armour#refractor-field). If the refractor field burns out, the pylons cease working for the rest of the battle. ## Forgotten Ordnance ## Unexploded Ordnance Should be limited to 0-2 pieces of terrain and placed within 12” of the centre of the battlefield. In each End phase, place a token next to the unexploded ordnance. Starting from the 3rd round and onwards, roll a D6 after adding a token. If the result is less than the number of tokens, it explodes! All fighters within 6” suffers an Injury dice roll (armour rolls may not be made). In addition, all fighters on the battlefield must pass an Initiative test or become Pinned. Remove the Unexploded Ordnance from the battlefield. Fighters within 3” can spend a Double action (Disarm): Pass an Intelligence or Cool test to remove a token from the bomb. ### Fuel Drums and Ammo Crates - EXPLOSIVE If hit, make the following test: - Str + D6 > 6 If passed, it explodes using a frag grenade: - S3, Blast (3”), Knockback It is then removed from the battlefield. ### Munitorum Containers Treated as loot caskets that can't be moved and may be looted once each turn. Roll once for the content of the Loot Casket each time a Munitorum container is looted. ### Treasure Casket Counts as a Loot Casket, with different contents. If opened, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------- | | 1 | **Click!** - Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible). | | 2-3 | **Fancy Threads** - The fighter immediately gains Uphive Raiments Status item. | | 4-6 | **A Noble’s Ransom** - The fighter immediately gains A Personal Equipment item, chosen by the controlling player. |
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# Badzone: Hive Ruins ## Ancient Imperium ### Holy Imperialis While within 6”, gain +2 modifier to any Willpower tests. However, fighters opposed to the Imperium, such as Chaos or Genestealer Cultists, gain -2 modifier instead. ### Mechanicus Arcana At the end of a battle, if a gang has one or more fighters within 1”, and the opponent has none, gain D6x10 credits (in addition to any other scenario rewards). ### Ancient Terminal A fighter within 1” may make an Access Terminal (Double) action (Intelligence test with a -2 modifier). If successful and a double, gain 2D6x10 Credits. In addition, if successful, roll a D6: | D6 | Result | | :-: | :-------------- | | 1-2 | +D6 Reputation. | | 3-4 | +D6x10 Credits. | | 5-6 | +D6 Experience. | Once interacted with, it becomes inert and has no further effect. ## Avandoned Hardware ### Cranes and Servohaulers Fighters in B2B can make a Jury Rig (Double) action. Pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain). ### Medicae Station In the End phase, if Seriously Injured and within 3", instead of making a Recovery test as normal, make an Intelligence test. The result counts as a Recovery test roll. - Pass: Flesh Wound. - Fail: Out of Action. ### Vox Relay If within 3”, the fighter can be included in a Group Activation regardless of range. This does not increase the number of fighters that may participate in the Group Activation, only the range. ### Force Barriers Fighters hit by ranged attacks through a pair of pylons count as being equipped with a [refractor field](/docs/armoury/field-armour#refractor-field). If the refractor field burns out, the pylons cease working for the rest of the battle. ## Forgotten Ordnance ## Unexploded Ordnance Should be limited to 0-2 pieces of terrain and placed within 12” of the centre of the battlefield. In each End phase, place a token next to the unexploded ordnance. Starting from the 3rd round and onwards, roll a D6 after adding a token. If the result is less than the number of tokens, it explodes! All fighters within 6” suffers an Injury dice roll (armour rolls may not be made). In addition, all fighters on the battlefield must pass an Initiative test or become Pinned. Remove the Unexploded Ordnance from the battlefield. Fighters within 3” can spend a Double action (Disarm): Pass an Intelligence or Cool test to remove a token from the bomb. ### Fuel Drums and Ammo Crates - EXPLOSIVE If hit, make the following test: - Str + D6 > 6 If passed, it explodes using a frag grenade: - S3, Blast (3”), Knockback It is then removed from the battlefield. ### Munitorum Containers Treated as loot caskets that can't be moved and may be looted once each turn. Roll once for the content of the Loot Casket each time a Munitorum container is looted. ### Treasure Casket Counts as a Loot Casket, with different contents. If opened, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------- | | 1 | **Click!** - Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible). | | 2-3 | **Fancy Threads** - The fighter immediately gains Uphive Raiments Status item. | | 4-6 | **A Noble’s Ransom** - The fighter immediately gains A Personal Equipment item, chosen by the controlling player. |
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🪄 Complete Text using Bloom Model
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2024-06-13 20:34:24.508078
huggingface, text, bloom
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select considered context and run the command
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completeTextBloom
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bigscience/bloom
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# 22. The Hit _A gang sneaks into enemy territory to take out a leader._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+5). - **Defender:** Random (D3+5) + Leader + Reinforcements. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Leader + 2 fighters within 12” of the centre of the battlefield. Roll a 5+ for each remaining fighters to place that fighter anywhere. Otherwise place that fighter within 8" of the Leader. 1. **Attacker:** Within 2” of any battlefield edge and at least 6” from enemies. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## The Target The attacker is gunning for the defender’s Leader. The Attacker has Priority for the first round. In the first round, the defender’s fighters may only make a single action in each activation. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory If the defender’s Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to attacking fighters for wounding the defender’s Leader. - +D3 to the defending Leader if not taken Out of Action or Seriously Injured at the end of the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - The attacker gains +D3 if the defender’s Leader is Seriously Injured or +D6 if the defender’s Leader is taken Out of Action. - +D3 to the defender if their Leader is still on the board at the end of the battle. - -1 to any gang that bottled out. :::note Alternative Variant The attackers can be a custom watchman hit squad or assassin gang. Alternatively, the attackers might unleash a nest of murder servitors or monsters. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 22. The Hit _A gang sneaks into enemy territory to take out a leader._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+5). - **Defender:** Random (D3+5) + Leader + Reinforcements. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Leader + 2 fighters within 12” of the centre of the battlefield. Roll a 5+ for each remaining fighters to place that fighter anywhere. Otherwise place that fighter within 8" of the Leader. 1. **Attacker:** Within 2” of any battlefield edge and at least 6” from enemies. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## The Target The attacker is gunning for the defender’s Leader. The Attacker has Priority for the first round. In the first round, the defender’s fighters may only make a single action in each activation. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory If the defender’s Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to attacking fighters for wounding the defender’s Leader. - +D3 to the defending Leader if not taken Out of Action or Seriously Injured at the end of the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - The attacker gains +D3 if the defender’s Leader is Seriously Injured or +D6 if the defender’s Leader is taken Out of Action. - +D3 to the defender if their Leader is still on the board at the end of the battle. - -1 to any gang that bottled out. :::note Alternative Variant The attackers can be a custom watchman hit squad or assassin gang. Alternatively, the attackers might unleash a nest of murder servitors or monsters. :::
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# Vehicle Impacts There are several ways in which vehicles can impact other models, and even terrain. What happens when they do depends upon the nature of the impact. ## Running Over Fighters If a moving vehicle comes into contact with a fighter’s base, the fighter is moved by the smallest amount possible to allow the vehicle to pass, ensuring the fighter does not end up within 1" of the vehicle. Once the vehicle’s movement has been completed, make an Initiative check for each Standing or Prone and Pinned fighter moved in this way, applying a +1 modifier if the fighter was Standing. If the fighter is Seriously Injured, they will only pass this check on a natural roll of a 6. If this check is passed, the fighter was able to dodge safely aside. If, however, this check is failed, the fighter immediately becomes Prone and Pinned and suffers an automatic hit. See the Vehicle Collision Damage table to determine the power of the hit. ## Vehicle Collision Damage Table There are many circumstances when a vehicle might collide with another part of the battlefield, be it another vehicle, a fighter or terrain. When this happens use the Movement characteristic of the moving vehicle on the table below to determine the Strength, AP and Damage of the impact. A vehicle that is Stationary and Stalled but has moved as part of a Jump Start, Turnover, Free Wheel action or as a result of suffering a vehicle collision is assumed to have a Movement characteristic of 3. | Movement Characteristic | Strength | AP | Damage | | :---------------------: | :------: | :-: | :----: | | 3-5 | 3 | - | 1 | | 6-7 | 5 | -1 | 1 | | 8-9 | 7 | -2 | 2 | | 10+ | 9 | -3 | 3 | ## Vehicle Collisions There are two types of vehicle collisions: head-on and side-on: ### Head-On Collisions If, during the course of its movement, a vehicle’s Front arc makes contact with any part of another vehicle, a head-on collision has occurred. When this happens, compare the Toughness value of the impact arcs of the two vehicles: - If the Toughness of both vehicles is the same, or if the Toughness of the moving vehicle is greater, the impacted vehicle is pushed by the moving vehicle until it reaches the end of its movement. - If the Toughness of the active vehicle is lower, the active vehicle stops moving immediately. ### Side-On Collisions If, during the course of its movement, a vehicle’s Side arc makes contact with any part of another vehicle, a side-on collision has occurred (generally this will be either as the result of a failed Loss of Control test or a vehicle turning). When this happens, make a Handling check for the active vehicle, applying a +1 modifier if its Toughness in the impact arc is greater than that of the other vehicle: - If the check is passed, the other vehicle is moved by the smallest amount possible to allow the active vehicle to pass. - If this check is failed, the active vehicle is turned by the smallest amount possible to allow it to continue moving. ### Colliding With Terrain If a vehicle collides with a wall, an impassable or solid terrain feature or a sturdy structure, it will likely come off worse. In such cases, the vehicle is automatically treated as if it had collided with a vehicle that has a greater Toughness than it, whilst the terrain will suffer no damage. If a vehicle collides with an obstacle or a flimsy structure, that terrain feature will be destroyed and is removed from the battlefield. Any fighters on top of it immediately fall. The vehicle itself is treated as having collided with a vehicle that has a lower Toughness than it. ## Vehicle Collision Damage In either case, once the active vehicle has finished its movement, both vehicles will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by the [Vehicle Collision Damage table](/docs/rules/vehicles/vehicle-impacts#vehicle-collision-damage-table). All hits are resolved against the Toughness value of the facing that suffers the hit. If the Toughness of one of the vehicles is lower, increase the Strength, AP and Damage of the hit against it by 1. Applying damage to vehicles is discussed later (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)). ## Chain Collisions It is possible (some might even say likely!) that a chain reaction of collisions may occur as vehicles push each other into rocky outcrops and other battlefield features. When this happens, fully resolve the damage from each collision in the order they occur. If a subsequent collision occurs due to a vehicle being pushed, use the initial vehicle’s Movement characteristic when determining the power of the impact. Finally, if a vehicle stops due to impacting impassable terrain or a vehicle with a higher Toughness value then all the vehicles involved in the collision stop.
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2024-06-13 20:34:24.508078
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# Vehicle Impacts There are several ways in which vehicles can impact other models, and even terrain. What happens when they do depends upon the nature of the impact. ## Running Over Fighters If a moving vehicle comes into contact with a fighter’s base, the fighter is moved by the smallest amount possible to allow the vehicle to pass, ensuring the fighter does not end up within 1" of the vehicle. Once the vehicle’s movement has been completed, make an Initiative check for each Standing or Prone and Pinned fighter moved in this way, applying a +1 modifier if the fighter was Standing. If the fighter is Seriously Injured, they will only pass this check on a natural roll of a 6. If this check is passed, the fighter was able to dodge safely aside. If, however, this check is failed, the fighter immediately becomes Prone and Pinned and suffers an automatic hit. See the Vehicle Collision Damage table to determine the power of the hit. ## Vehicle Collision Damage Table There are many circumstances when a vehicle might collide with another part of the battlefield, be it another vehicle, a fighter or terrain. When this happens use the Movement characteristic of the moving vehicle on the table below to determine the Strength, AP and Damage of the impact. A vehicle that is Stationary and Stalled but has moved as part of a Jump Start, Turnover, Free Wheel action or as a result of suffering a vehicle collision is assumed to have a Movement characteristic of 3. | Movement Characteristic | Strength | AP | Damage | | :---------------------: | :------: | :-: | :----: | | 3-5 | 3 | - | 1 | | 6-7 | 5 | -1 | 1 | | 8-9 | 7 | -2 | 2 | | 10+ | 9 | -3 | 3 | ## Vehicle Collisions There are two types of vehicle collisions: head-on and side-on: ### Head-On Collisions If, during the course of its movement, a vehicle’s Front arc makes contact with any part of another vehicle, a head-on collision has occurred. When this happens, compare the Toughness value of the impact arcs of the two vehicles: - If the Toughness of both vehicles is the same, or if the Toughness of the moving vehicle is greater, the impacted vehicle is pushed by the moving vehicle until it reaches the end of its movement. - If the Toughness of the active vehicle is lower, the active vehicle stops moving immediately. ### Side-On Collisions If, during the course of its movement, a vehicle’s Side arc makes contact with any part of another vehicle, a side-on collision has occurred (generally this will be either as the result of a failed Loss of Control test or a vehicle turning). When this happens, make a Handling check for the active vehicle, applying a +1 modifier if its Toughness in the impact arc is greater than that of the other vehicle: - If the check is passed, the other vehicle is moved by the smallest amount possible to allow the active vehicle to pass. - If this check is failed, the active vehicle is turned by the smallest amount possible to allow it to continue moving. ### Colliding With Terrain If a vehicle collides with a wall, an impassable or solid terrain feature or a sturdy structure, it will likely come off worse. In such cases, the vehicle is automatically treated as if it had collided with a vehicle that has a greater Toughness than it, whilst the terrain will suffer no damage. If a vehicle collides with an obstacle or a flimsy structure, that terrain feature will be destroyed and is removed from the battlefield. Any fighters on top of it immediately fall. The vehicle itself is treated as having collided with a vehicle that has a lower Toughness than it. ## Vehicle Collision Damage In either case, once the active vehicle has finished its movement, both vehicles will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by the [Vehicle Collision Damage table](/docs/rules/vehicles/vehicle-impacts#vehicle-collision-damage-table). All hits are resolved against the Toughness value of the facing that suffers the hit. If the Toughness of one of the vehicles is lower, increase the Strength, AP and Damage of the hit against it by 1. Applying damage to vehicles is discussed later (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)). ## Chain Collisions It is possible (some might even say likely!) that a chain reaction of collisions may occur as vehicles push each other into rocky outcrops and other battlefield features. When this happens, fully resolve the damage from each collision in the order they occur. If a subsequent collision occurs due to a vehicle being pushed, use the initial vehicle’s Movement characteristic when determining the power of the impact. Finally, if a vehicle stops due to impacting impassable terrain or a vehicle with a higher Toughness value then all the vehicles involved in the collision stop.
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385
### 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.
Unknown
Shield Breaker
Unknown
Unknown
0
0
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Weapons with this Trait ignore the effects of theAssault Shield/Energy Shield trait. In addition, whena target equipped with Field Armour is woundedby a weapon with this Trait, they must roll two dicewhen making a Field Armour save and choose thelower result.
necrovox
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Unknown
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### 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.
Unknown
Unknown
Unknown
Unknown
0
0
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385
805
# Measurement _Source: Necromunda Core Rulebook (2023)_ Necromunda is a game that relies greatly on players measuring distances, be it between two models when making a ranged attack, or the distance a model can move during their activation. ## Measuring Distances In games of Necromunda, all distances are measured in inches (") with a range ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking fighter and their target) – on Necromunda, there are very few certainties! Therefore, pre- measuring distances when making any kind of action is not allowed – declare the action and nominate any other models involved before range is measured. Distances between models and any other battlefield objects (terrain features, objectives and so forth) are measured from the closest point of one base to the closest point of the other. If a model or an object does not have a base, measure to or from the closest point of the model or object overall. When measuring to or from a Prone fighter, assume that their base occupies the same space as it would if they were Standing, as shown in the diagram below: ![](measurement.jpg) ## Measurement & Solid Terrain Features Some terrain features such as the thick walls that separate corridors, the floors and ceilings that separate levels, or large rock formations looming up from the landscape are defined by the rules as ‘solid’. Unless stated, distances cannot be measured through any terrain feature defined as being solid.
rules
Unknown
Unknown
general-rules
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2024-06-13 20:34:24.508078
['rules', 'measurement']
Unknown
Unknown
Unknown
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Unknown
Unknown
necrovox
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Unknown
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# Measurement _Source: Necromunda Core Rulebook (2023)_ Necromunda is a game that relies greatly on players measuring distances, be it between two models when making a ranged attack, or the distance a model can move during their activation. ## Measuring Distances In games of Necromunda, all distances are measured in inches (") with a range ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking fighter and their target) – on Necromunda, there are very few certainties! Therefore, pre- measuring distances when making any kind of action is not allowed – declare the action and nominate any other models involved before range is measured. Distances between models and any other battlefield objects (terrain features, objectives and so forth) are measured from the closest point of one base to the closest point of the other. If a model or an object does not have a base, measure to or from the closest point of the model or object overall. When measuring to or from a Prone fighter, assume that their base occupies the same space as it would if they were Standing, as shown in the diagram below: ![](measurement.jpg) ## Measurement & Solid Terrain Features Some terrain features such as the thick walls that separate corridors, the floors and ceilings that separate levels, or large rock formations looming up from the landscape are defined by the rules as ‘solid’. Unless stated, distances cannot be measured through any terrain feature defined as being solid.
Unknown
Unknown
Unknown
Unknown
0
0
0
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805
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### Blast(3"/5"/\*) The weapon utilizes a [[Blast marker]]
Unknown
Blast
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
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The weapon utilizes a Blast marker
necrovox
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### Blast(3"/5"/\*) The weapon utilizes a [[Blast marker]]
Unknown
Unknown
Unknown
Unknown
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343
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# Status Items _Source: Necromunda Core Rulebook (2023)_ Exotic Beasts, stolen relics or flamboyant opulence, when the money starts rolling in, underhive gangers are notorious for their tendency to flash their cash, spending it on all manner of extravagances that leave others in no doubt as to their success and importance, not only within their own gang, but within their House and the wider underhive. Unfortunately, such gaudy displays of wealth often leave others questioning the ganger’s sense of style, and in extreme cases, their gullibility! ## Extravagant Goods Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions. ### Exotic Furs **50 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Many gangers excel at the hunt for rare and exotic goods, building up a network of trusted suppliers and contacts. They often have ready personal access to a wealth of rare off-world trade and they delight in flaunting their status through the wearing of many strange items._ Should this fighter make a Trade action in the post-battle sequence, they add an additional +1 modifier to the dice roll to determine the Availability Level. ### Gold-Plated Gun **40 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _Gang fighters take tremendous pride in their weapons, they are the tools of their trade and a clear badge of office, and a finely crafted piece is a possession to treasure. Over time, successful members of a gang’s hierarchy are likely to expend considerable sums on upgrading and improving their weapons, and for those gangers who want a clear and public statement that such craftsmanship has been undertaken, nothing beats the gaudiness of having the entire weapon plated in gold._ Any ranged weapon can be gold-plated. A fighter with a gold-plated gun improves their Leadership characteristic by 1. Additionally, once per battle, the fighter may re-roll a failed Ammo test. ### Master-Crafted Weapon **\* Credits – Rare (10)** _\*25% of the cost of the weapon, rounded up to the nearest 5 credits_ _Source: Necromunda Core Rulebook (2023)_ _The fighter purchases a new weapon of exceptional craftsmanship._ Any weapon may be master-crafted (note that grenades are Wargear, not weapons). The cost of a master-crafted weapon is that of the weapon plus 25%, with fractions rounded up to the nearest 5 credits. For example, a master-crafted bolter/ plasma combi-weapon would cost 145 credits (115 credits plus 25% equals 143.75 credits. Rounded up to the nearest 5 credits, this weapon costs 145 credits). Note that the fighter may replace a weapon with which they are already equipped with a master-crafted version of that weapon, and that the original may be discarded and added to the gang’s Stash. This is an exception to the norm. A master-crafted weapon is a normal weapon of its type that gains the Master-crafted trait. ### Opulent Jewellery **80 Credits – Rare (11)** _Source: Necromunda Core Rulebook (2023)_ _As wealth increases, gangers find themselves able to attain items that other dwellers of the underhive could never afford. They are attracted to the glitter and glimmer of fine jewellery like sheen birds to a heat sink. Many Guilders make a pretty profit selling gaudy, low quality junk to gangers eager to prove that they too have the wealth of the uphive gentry, and it is interesting to note that many gangers believe the purest gold turns the skin green._ If this fighter makes a Medical Escort action in the post-battle sequence, they will attempt to impress the Doc with their visible wealth. Sometimes this works, sometimes it does not… The player may re-roll the dice when determining the fee the Doc charges, but must accept the second result, even if it is worse. ### Uphive Raiments **50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _The styles and fashions of uphive folk are rarely seen first-hand in the underhive and yet they still have a huge influence on the denizens of the lower hab levels, those who toil in the manufactoria and grease the gears of Imperial industry with their blood and sweat, for they will see flashes of how the uphivers dress on news reels on their pict viewers. Gang leaders, however, often possess the wealth to acquire such fabulous goods, and they have no hesitation in flaunting their new-found chic._ If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step. ## Servo-skulls _Source: Necromunda Core Rulebook (2023)_ The manufacture of servo-skulls is common across the Imperium, yet they remain incredibly rare artefacts normally only found in the company of nobility, priests, military or naval officers, or even in the service of Rogue Traders and Inquisitors. Most commonly they are made from the skulls of the most devout of the Emperor’s servants, their duty continuing beyond death. Yet they do appear in the underhive, occasionally coming up for sale offered by a Guilder or trader unwilling to speak about their provenance, or, more rarely still, as antiques of certain houses, artefacts of a famous gang noble from history perhaps. Servo-skulls are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions. All servo-skulls are treated as ordinary Wargear and should be recorded on their owner’s Fighter card accordingly. Servo-skulls follow these rules: - Servo-skulls must be represented by a separate model that must stay within 2" of the owning fighter. This is not a fighter; it is purely a marker representing the servo-skull and matters only for its own line of sight and targeting purposes. Nor will they give away their owner’s location, as they are assumed to be aware enough of stealthy movement to emulate it, and remain very low and close when needed. - When the owner activates, the servo-skull will move with them. Servo-skulls ignore all terrain other than impassable terrain or walls, and can never fall. - Servo-skulls cannot be targeted by shooting or melee attacks, and can never be engaged in combat – they simply float away. - Servo-skulls may be caught by a Blast marker or Flame template. If a servo-skull is caught under a Blast marker or Flame template, the attacker rolls a D6. On a 4-6, it is hit by the attack. On a 1-3, it is able to float clear of the area of the attack. Leave the model where it is and assume it has bobbed around to avoid the attack and returned to where it was. If a servo-skull is hit in this way, the owning player rolls a D6. On a 1, it is destroyed and should be removed from the owning fighter’s Fighter card. On a 2-6, it is taken Out of Action and plays no further part in the battle, but otherwise suffers no long-term effects. - If the owning fighter leaves the battlefield for any reason, the servo-skull will accompany them and takes no further part in the battle. ### Sensor Skull **60 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ A sensor skull grants the owning fighter the same benefits as a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). In addition, when the fighter takes an Aim (Basic) action, they may add 2 to the result of any hit rolls they make for subsequent shots taken in the same activation rather than the usual 1. This bonus is in addition to any granted by any other Wargear or skills the fighter may have. ### Medi Skull **80 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ When making a Recovery test for the owning fighter, roll an extra Injury dice, then choose one of the dice to resolve and discard the other. This is in addition to any friendly fighters assisting the recovery and any other items such as medicae kits, so it is possible that the owning fighter may be rolling several Injury dice to choose from. ### Gun Skull **65 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ A gun skull is equipped with a compact autopistol and will target whatever or whoever the owning fighter does when they make a ranged attack. Simply roll one extra hit dice and one extra Ammo dice for the gun skull, ideally of a different colour to those being used for the fighter, to represent the gun skull making a ranged attack. Note though that range, line of sight and cover must be worked out from the gun skull itself rather than that of the owning fighter. If the owning fighter does not possess any ranged weapons, the gun skull may shoot at an enemy it can see, chosen by the owning fighter and following the normal target priority rules in relation to the owning fighter’s position. The owning fighter is never considered to be in the way of a gun skull’s shooting attacks and cannot be hit by stray shots. A gun skull has a BS of 5+, and may never benefit fromaiming or any Wargear or skills that modify the owning fighter’s hit rolls. ## Exotic Beasts <FighterCard cost="0*"> ### 0-1 Caryatid **AL:** Rare (15) Available to any Gang Leader. _Caryatids are small, blue, winged humanoid creatures which infest the air ducts and vents throughout Necromunda’s many hives. Mildly psychic, they are particularly attracted to the soon-to-become-powerful, and are seen as good luck charms by the majority of hivers. However, an individual whose ‘pet’ Caryatid leaves them is regarded as waiting for death, for just as their arrival is considered a good omen, their departure is an omen of doom._ | 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). #### Special Rules **Omen of Fortune:** A Caryatid is able to sense bad fortune and forewarn its chosen companion, giving them a flash of precognition. Whilst the Caryatid is within 3" of its companion, that fighter may avoid one successful hit per turn by making a successful Willpower test. Make the test immediately after a successful roll to hit has been made against the fighter. If the test is failed, the attack hits as normal. If the test is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Caryatid’s companion is assumed to have somehow dodged clear. **Precognition:** The gift of foresight possessed by the Caryatid enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Caryatid may avoid being caught by a Blast marker or Flame template. If a Caryatid is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid is hit by the attack. On a 1-3, the Caryatid is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was. **Symbol of Renown:** So long as a gang Leader is accompanied by a Caryatid, that gang’s Reputation is increased by +1. However, should the Caryatid ever be killed, or should it ever abandon its companion, the gang’s Reputation will be reduced by -2. **Abandonment:** Should the gang reduce its Reputation for any reason, roll a D6 and subtract the number of Reputation lost from the result. If the total is 1 or less, the Caryatid will abandon its companion. A natural roll of a 6 is always a success, regardless of modifiers. **Flight:** A Caryatid ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **\*Lucky Find:** A Caryatid is not purchased like other items of Wargear, instead one may decide of its own volition to make a companion of a gang leader or not. Should the gang roll 15 or higher after modifiers for the Availability level as part of a Trade post-battle action, there is a chance that a Caryatid will attach itself to the gang Leader. Roll 2D6 and add the gang’s current Reputation. If the result is 20 or higher, a Caryatid has decided to form a bond with the gang Leader. </FighterCard> <FighterCard cost="90"> ### 0-2 Grapplehawk **AL:** Rare (11) Available to any Gang Leader or Champion. _Grapplehawks are cyber-engineered xenos familiars, trained to hunt prey for their masters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 8" | 4+ | - | 2 | 3 | 1 | 3+ | 2 | 9+ | 7+ | 9+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Talons | - | E | - | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> #### Special Rules **Flight:** A Grapplehawk ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **Grapple:** If a Grapplehawk successfully hits a fighter with its Talons, it does not need to roll to hit that fighter again in subsequent activations or with Reaction attacks. Furthermore, these subsequent attacks count as having rolled a 6 to hit for the purposes of the [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) and Entangle Traits. **Swoop:** Grapplehawks can range further from their owners than most Exotic Beasts. A Grapplehawk must remain within 9" of its owner rather than 3". </FighterCard> <FighterCard cost="120"> ### 0-1 Gyrinx Cat **AL:** Illegal (14) Available to any Gang Leader or Champion. _Psychic xenos pets such as the Gyrinx Cat are heavily restricted on Necromunda, with only the most powerful and influential nobles able to acquire and keep them. Of course, sometimes they escape and find their way into the hands of less salubrious individuals._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 4+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 9+ | 6+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Claws | - | E | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> #### Special Rules **Small Target:** Gyrinx Cats are small, nimble and hard to target. Ranged attacks against Gyrinx Cats are made at -1 to hit. In addition, a Gyrinx Cat is never a potential target when working out the effects of a Stray Shot. **Charmed:** Gyrinx Cats live charmed lives and cannot be targeted by ranged attacks unless they are the closest target. In addition, Gyrinx Cats can only be the target of melee attacks if there are no other enemies engaged with the attacker. **Psyker:** Gyrinx Cats are psykers and follow all the [rules for psykers](/docs/the-rules/psykers) and using psychic powers. At the start of each game, randomly determine a psychic power for the Gyrinx Cat from the [universal Wyrd Powers table](/docs/the-rules/psykers#wyrd-powers). </FighterCard> <FighterCard cost="100"> ### 0-1 Hacked Cyber-mastiff **AL:** Illegal (10) Available to any Gang Leader or Champion. _A common sight in the underhive, Orlocks use cyber-mastiffs extensively in their operations. These cybernetic hounds are not uncommon in the hands of criminals, though hacked to be obedient to their new masters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------- | | Canine Jaws | - | E | - | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> #### Special Rules **Glitchy:** Hacked Cyber-mastiffs are somewhat more unpredictable than their standard counterparts. When a Hacked Cyber-mastiff activates, roll a D6. If the result is a 1, the Hacked Cyber-mastiff gains the Insane condition. **Tenacious:** Cyber-mastiffs are renowned for their tenacity. If the Hacked Cyber- mastiff is taken Out of Action, do not remove it from the board if it has not yet activated this round. Once the Hacked Cyber-mastiff has completed its activation, remove it from the board. </FighterCard> <FighterCard cost="50"> ### 0-3 Necromundan Giant Rat **AL:** Common Available to any Gang Leader or Champion. _The fighter is accompanied by a Necromundan Giant Rat. These are common hive critters, highly intelligent and show a great ability to learn and surprising loyalty._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | - | 3 | 3 | 1 | 3+ | 1 | 10+ | 8+ | 10+ | 9+ | <div class="weapon-stats"> | Weapon | S | L | S | L | S | AP | D | Am | Traits | | :----- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Jaws | - | E | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="backstab">Backstab</Tooltip> | </div> #### Special Rules **Small Target:** Necromundan Giant Rats are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Necromundan Giant Rats are made at -1 to hit. In addition, a Necromundan Giant Rat is never a potential target when working out the effects of a Stray Shot. **Nimble:** Necromundan Giant Rats have almost preternatural reflexes, seemingly sensing danger before they strike. A Necromundan Giant Rat has a save of 4+, which is never modified by Armour Penetration. **Rat Cunning:** Rats are among the most resilient organisms on Necromunda, and they have a sixth sense when it comes to their environment. A canny fighter learns how to read the mood of their rats and react to danger accordingly. A fighter with at least one Necromundan Giant Rat gains a special 5+ save against damage from environmental effects. Take this save before any other kind of save. Alternatively, a fighter may sacrifice one of their rats to completely ignore damage from an environmental effect. The Necromundan Giant Rat is then removed from the gang’s roster. </FighterCard>
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# Status Items _Source: Necromunda Core Rulebook (2023)_ Exotic Beasts, stolen relics or flamboyant opulence, when the money starts rolling in, underhive gangers are notorious for their tendency to flash their cash, spending it on all manner of extravagances that leave others in no doubt as to their success and importance, not only within their own gang, but within their House and the wider underhive. Unfortunately, such gaudy displays of wealth often leave others questioning the ganger’s sense of style, and in extreme cases, their gullibility! ## Extravagant Goods Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions. ### Exotic Furs **50 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _Many gangers excel at the hunt for rare and exotic goods, building up a network of trusted suppliers and contacts. They often have ready personal access to a wealth of rare off-world trade and they delight in flaunting their status through the wearing of many strange items._ Should this fighter make a Trade action in the post-battle sequence, they add an additional +1 modifier to the dice roll to determine the Availability Level. ### Gold-Plated Gun **40 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _Gang fighters take tremendous pride in their weapons, they are the tools of their trade and a clear badge of office, and a finely crafted piece is a possession to treasure. Over time, successful members of a gang’s hierarchy are likely to expend considerable sums on upgrading and improving their weapons, and for those gangers who want a clear and public statement that such craftsmanship has been undertaken, nothing beats the gaudiness of having the entire weapon plated in gold._ Any ranged weapon can be gold-plated. A fighter with a gold-plated gun improves their Leadership characteristic by 1. Additionally, once per battle, the fighter may re-roll a failed Ammo test. ### Master-Crafted Weapon **\* Credits – Rare (10)** _\*25% of the cost of the weapon, rounded up to the nearest 5 credits_ _Source: Necromunda Core Rulebook (2023)_ _The fighter purchases a new weapon of exceptional craftsmanship._ Any weapon may be master-crafted (note that grenades are Wargear, not weapons). The cost of a master-crafted weapon is that of the weapon plus 25%, with fractions rounded up to the nearest 5 credits. For example, a master-crafted bolter/ plasma combi-weapon would cost 145 credits (115 credits plus 25% equals 143.75 credits. Rounded up to the nearest 5 credits, this weapon costs 145 credits). Note that the fighter may replace a weapon with which they are already equipped with a master-crafted version of that weapon, and that the original may be discarded and added to the gang’s Stash. This is an exception to the norm. A master-crafted weapon is a normal weapon of its type that gains the Master-crafted trait. ### Opulent Jewellery **80 Credits – Rare (11)** _Source: Necromunda Core Rulebook (2023)_ _As wealth increases, gangers find themselves able to attain items that other dwellers of the underhive could never afford. They are attracted to the glitter and glimmer of fine jewellery like sheen birds to a heat sink. Many Guilders make a pretty profit selling gaudy, low quality junk to gangers eager to prove that they too have the wealth of the uphive gentry, and it is interesting to note that many gangers believe the purest gold turns the skin green._ If this fighter makes a Medical Escort action in the post-battle sequence, they will attempt to impress the Doc with their visible wealth. Sometimes this works, sometimes it does not… The player may re-roll the dice when determining the fee the Doc charges, but must accept the second result, even if it is worse. ### Uphive Raiments **50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _The styles and fashions of uphive folk are rarely seen first-hand in the underhive and yet they still have a huge influence on the denizens of the lower hab levels, those who toil in the manufactoria and grease the gears of Imperial industry with their blood and sweat, for they will see flashes of how the uphivers dress on news reels on their pict viewers. Gang leaders, however, often possess the wealth to acquire such fabulous goods, and they have no hesitation in flaunting their new-found chic._ If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step. ## Servo-skulls _Source: Necromunda Core Rulebook (2023)_ The manufacture of servo-skulls is common across the Imperium, yet they remain incredibly rare artefacts normally only found in the company of nobility, priests, military or naval officers, or even in the service of Rogue Traders and Inquisitors. Most commonly they are made from the skulls of the most devout of the Emperor’s servants, their duty continuing beyond death. Yet they do appear in the underhive, occasionally coming up for sale offered by a Guilder or trader unwilling to speak about their provenance, or, more rarely still, as antiques of certain houses, artefacts of a famous gang noble from history perhaps. Servo-skulls are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions. All servo-skulls are treated as ordinary Wargear and should be recorded on their owner’s Fighter card accordingly. Servo-skulls follow these rules: - Servo-skulls must be represented by a separate model that must stay within 2" of the owning fighter. This is not a fighter; it is purely a marker representing the servo-skull and matters only for its own line of sight and targeting purposes. Nor will they give away their owner’s location, as they are assumed to be aware enough of stealthy movement to emulate it, and remain very low and close when needed. - When the owner activates, the servo-skull will move with them. Servo-skulls ignore all terrain other than impassable terrain or walls, and can never fall. - Servo-skulls cannot be targeted by shooting or melee attacks, and can never be engaged in combat – they simply float away. - Servo-skulls may be caught by a Blast marker or Flame template. If a servo-skull is caught under a Blast marker or Flame template, the attacker rolls a D6. On a 4-6, it is hit by the attack. On a 1-3, it is able to float clear of the area of the attack. Leave the model where it is and assume it has bobbed around to avoid the attack and returned to where it was. If a servo-skull is hit in this way, the owning player rolls a D6. On a 1, it is destroyed and should be removed from the owning fighter’s Fighter card. On a 2-6, it is taken Out of Action and plays no further part in the battle, but otherwise suffers no long-term effects. - If the owning fighter leaves the battlefield for any reason, the servo-skull will accompany them and takes no further part in the battle. ### Sensor Skull **60 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ A sensor skull grants the owning fighter the same benefits as a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). In addition, when the fighter takes an Aim (Basic) action, they may add 2 to the result of any hit rolls they make for subsequent shots taken in the same activation rather than the usual 1. This bonus is in addition to any granted by any other Wargear or skills the fighter may have. ### Medi Skull **80 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ When making a Recovery test for the owning fighter, roll an extra Injury dice, then choose one of the dice to resolve and discard the other. This is in addition to any friendly fighters assisting the recovery and any other items such as medicae kits, so it is possible that the owning fighter may be rolling several Injury dice to choose from. ### Gun Skull **65 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ A gun skull is equipped with a compact autopistol and will target whatever or whoever the owning fighter does when they make a ranged attack. Simply roll one extra hit dice and one extra Ammo dice for the gun skull, ideally of a different colour to those being used for the fighter, to represent the gun skull making a ranged attack. Note though that range, line of sight and cover must be worked out from the gun skull itself rather than that of the owning fighter. If the owning fighter does not possess any ranged weapons, the gun skull may shoot at an enemy it can see, chosen by the owning fighter and following the normal target priority rules in relation to the owning fighter’s position. The owning fighter is never considered to be in the way of a gun skull’s shooting attacks and cannot be hit by stray shots. A gun skull has a BS of 5+, and may never benefit fromaiming or any Wargear or skills that modify the owning fighter’s hit rolls. ## Exotic Beasts <FighterCard cost="0*"> ### 0-1 Caryatid **AL:** Rare (15) Available to any Gang Leader. _Caryatids are small, blue, winged humanoid creatures which infest the air ducts and vents throughout Necromunda’s many hives. Mildly psychic, they are particularly attracted to the soon-to-become-powerful, and are seen as good luck charms by the majority of hivers. However, an individual whose ‘pet’ Caryatid leaves them is regarded as waiting for death, for just as their arrival is considered a good omen, their departure is an omen of doom._ | 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). #### Special Rules **Omen of Fortune:** A Caryatid is able to sense bad fortune and forewarn its chosen companion, giving them a flash of precognition. Whilst the Caryatid is within 3" of its companion, that fighter may avoid one successful hit per turn by making a successful Willpower test. Make the test immediately after a successful roll to hit has been made against the fighter. If the test is failed, the attack hits as normal. If the test is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Caryatid’s companion is assumed to have somehow dodged clear. **Precognition:** The gift of foresight possessed by the Caryatid enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Caryatid may avoid being caught by a Blast marker or Flame template. If a Caryatid is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid is hit by the attack. On a 1-3, the Caryatid is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was. **Symbol of Renown:** So long as a gang Leader is accompanied by a Caryatid, that gang’s Reputation is increased by +1. However, should the Caryatid ever be killed, or should it ever abandon its companion, the gang’s Reputation will be reduced by -2. **Abandonment:** Should the gang reduce its Reputation for any reason, roll a D6 and subtract the number of Reputation lost from the result. If the total is 1 or less, the Caryatid will abandon its companion. A natural roll of a 6 is always a success, regardless of modifiers. **Flight:** A Caryatid ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **\*Lucky Find:** A Caryatid is not purchased like other items of Wargear, instead one may decide of its own volition to make a companion of a gang leader or not. Should the gang roll 15 or higher after modifiers for the Availability level as part of a Trade post-battle action, there is a chance that a Caryatid will attach itself to the gang Leader. Roll 2D6 and add the gang’s current Reputation. If the result is 20 or higher, a Caryatid has decided to form a bond with the gang Leader. </FighterCard> <FighterCard cost="90"> ### 0-2 Grapplehawk **AL:** Rare (11) Available to any Gang Leader or Champion. _Grapplehawks are cyber-engineered xenos familiars, trained to hunt prey for their masters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 8" | 4+ | - | 2 | 3 | 1 | 3+ | 2 | 9+ | 7+ | 9+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Talons | - | E | - | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> #### Special Rules **Flight:** A Grapplehawk ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **Grapple:** If a Grapplehawk successfully hits a fighter with its Talons, it does not need to roll to hit that fighter again in subsequent activations or with Reaction attacks. Furthermore, these subsequent attacks count as having rolled a 6 to hit for the purposes of the [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) and Entangle Traits. **Swoop:** Grapplehawks can range further from their owners than most Exotic Beasts. A Grapplehawk must remain within 9" of its owner rather than 3". </FighterCard> <FighterCard cost="120"> ### 0-1 Gyrinx Cat **AL:** Illegal (14) Available to any Gang Leader or Champion. _Psychic xenos pets such as the Gyrinx Cat are heavily restricted on Necromunda, with only the most powerful and influential nobles able to acquire and keep them. Of course, sometimes they escape and find their way into the hands of less salubrious individuals._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 4+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 9+ | 6+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Claws | - | E | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> #### Special Rules **Small Target:** Gyrinx Cats are small, nimble and hard to target. Ranged attacks against Gyrinx Cats are made at -1 to hit. In addition, a Gyrinx Cat is never a potential target when working out the effects of a Stray Shot. **Charmed:** Gyrinx Cats live charmed lives and cannot be targeted by ranged attacks unless they are the closest target. In addition, Gyrinx Cats can only be the target of melee attacks if there are no other enemies engaged with the attacker. **Psyker:** Gyrinx Cats are psykers and follow all the [rules for psykers](/docs/the-rules/psykers) and using psychic powers. At the start of each game, randomly determine a psychic power for the Gyrinx Cat from the [universal Wyrd Powers table](/docs/the-rules/psykers#wyrd-powers). </FighterCard> <FighterCard cost="100"> ### 0-1 Hacked Cyber-mastiff **AL:** Illegal (10) Available to any Gang Leader or Champion. _A common sight in the underhive, Orlocks use cyber-mastiffs extensively in their operations. These cybernetic hounds are not uncommon in the hands of criminals, though hacked to be obedient to their new masters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------- | | Canine Jaws | - | E | - | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> #### Special Rules **Glitchy:** Hacked Cyber-mastiffs are somewhat more unpredictable than their standard counterparts. When a Hacked Cyber-mastiff activates, roll a D6. If the result is a 1, the Hacked Cyber-mastiff gains the Insane condition. **Tenacious:** Cyber-mastiffs are renowned for their tenacity. If the Hacked Cyber- mastiff is taken Out of Action, do not remove it from the board if it has not yet activated this round. Once the Hacked Cyber-mastiff has completed its activation, remove it from the board. </FighterCard> <FighterCard cost="50"> ### 0-3 Necromundan Giant Rat **AL:** Common Available to any Gang Leader or Champion. _The fighter is accompanied by a Necromundan Giant Rat. These are common hive critters, highly intelligent and show a great ability to learn and surprising loyalty._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | - | 3 | 3 | 1 | 3+ | 1 | 10+ | 8+ | 10+ | 9+ | <div class="weapon-stats"> | Weapon | S | L | S | L | S | AP | D | Am | Traits | | :----- | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Jaws | - | E | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="backstab">Backstab</Tooltip> | </div> #### Special Rules **Small Target:** Necromundan Giant Rats are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Necromundan Giant Rats are made at -1 to hit. In addition, a Necromundan Giant Rat is never a potential target when working out the effects of a Stray Shot. **Nimble:** Necromundan Giant Rats have almost preternatural reflexes, seemingly sensing danger before they strike. A Necromundan Giant Rat has a save of 4+, which is never modified by Armour Penetration. **Rat Cunning:** Rats are among the most resilient organisms on Necromunda, and they have a sixth sense when it comes to their environment. A canny fighter learns how to read the mood of their rats and react to danger accordingly. A fighter with at least one Necromundan Giant Rat gains a special 5+ save against damage from environmental effects. Take this save before any other kind of save. Alternatively, a fighter may sacrifice one of their rats to completely ignore damage from an environmental effect. The Necromundan Giant Rat is then removed from the gang’s roster. </FighterCard>
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# Embracing The Dark Gods The taint of Chaos can be found throughout the depths of Necromunda’s hive cities, its remote ash waste settlements and even among the decadent nobles of its spires. None can count themselves safe from the influence of the Chaos gods, though some openly embrace the darkness in their thirst for power and violence. The following section provides guidelines for creating a gang dedicated to the Dark Gods or running one that turns to the worship of Chaos during a campaign. Any of the six House gangs – Orlock, Delaque, Escher, Cawdor, Goliath and Van Saar – can turn to Chaos if their player chooses. ## Making A Dark Pact Turning a gang to Chaos can be done in one of two ways: either the gang can begin dedicated to the Dark Gods or they can turn during a campaign. During gang creation a player can decide if their gang is dedicated to the Dark Gods. If they do, they gain the benefits detailed that follow, but are also automatically an Outlaw gang (see page 6). During a campaign a player can attempt to turn to Chaos by having their Leader make the Dark Ritual Post-battle action (see page 27). If this action successfully draws the favour of a Chaos god, or if one of the gang’s members is turned into a Chaos Spawn, the gang becomes both a Chaos Corrupted gang as well as an Outlaw gang. ## Benefits Of Chaos A Chaos Corrupted gang gains the following benefits: - Lasting Injuries may become Mutations (see page 11). - The ability to perform Dark Rituals as a post- battle action. - Fighters in a Chaos Corrupted gang never become subject to the Insanity condition even if a scenario rule or special rule states that they would. - The ability to include Chaos Spawn in their gangs (see page 28). - The favour of a Chaos god (see page 27). Note that only Helot Chaos Cults gangs are permitted to seek the favour of different gods. For Chaos Corrupted gangs, once they have received the favour of a god, they cannot pray to any others when conducting a Dark Ritual. ## Agents Of Misrule In a Law and Misrule Campaign, any gang that is dedicated to the Dark Gods or that makes a Dark Pact automatically becomes aligned to Misrule. They cannot change their alignment further over the course of the campaign. :::note ### Designer’s Note: Modelling Chaos Corrupted Gangs Chaos Corrupted gangs provide a wealth of modelling opportunities for players. Blood-spattered Goliath gangs dedicated to Khorne, pale-skinned, filth-encrusted Cawdor bowing down to the Plague God and luridly-coloured Delaque in the service of Tzeentch are some of the obvious options, though players really are limited only by their own imagination (and perhaps the contents of their bits box!). While there are no game requirements to model a Chaos Corrupted gang as different from their more ‘wholesome’ counterparts (after all Chaos does love hiding in plain sight), it is certainly encouraged. Also, in a campaign the Arbitrator might require Chaos Corrupted gangs to be distinct from their non-corrupted counterparts, so that their opponents know what kind of gang they are facing. ::: ## Blood God Gangs dedicated to the Blood God thirst for murder and carnage. These savage fighters enjoy nothing more than the feel of arterial blood spraying across their screaming faces and bare arms as they hack apart their victims. The most notorious followers of the Blood God on Necromunda are the Corpse Grinders, though there are many others who pay homage to the Lord of Skulls, such as the Quinspire Deathcults, the Gore Warriors of Mynerva and there are even whispers of a renegade Goliath clan known as the Blood Forge. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Blood God gain the following benefits in their next game: - Once per round, a single failed Wound roll can be re-rolled. - If a Chaos Spawn is part of the gang’s crew, it gains +1 to its Strength characteristic. - The gang’s Leader adds +1 to their Attacks characteristic. ## Plague Lord Gangs dedicated to the Plague Lord have found ample places to thrive in the depths of the underhive. Amongst fungal wildernesses and zombie-choked ruins, muties offer up prayers to their foul deity for deliverance from their hellish existence. That the Plague God rewards them with pestilence does little to diminish their faith, and there are numerous cults scattered across Necromunda such as the Sons of the Weeping Sore, the Zombie Herders of Mortis or the debased ex-Cawdor fane dedicated to the Plague Emperor Ascendant. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the Favour of the Plague Lord gain the following benefits in their next game: - Once per End phase, a single Recovery roll can be re-rolled. - If a Chaos Spawn is part of the gang’s crew, it gains +1 to its Toughness characteristic. - The gang’s Leader adds +1 to their Wounds characteristic. ## Dark Prince Gangs dedicated to the Dark Prince indulge in hedonism and excess in all its forms. Pain, terror and torment drive those pledged to this alluring tyrant, the god’s followers constantly pushing themselves for ever more extreme sensations. Necromunda’s spires and their decadent elite make fertile breeding grounds for such cults, though it is just as likely they will hide in the shadows of the underhive, such as the Gentlemen of Pain, disgraced noblemen from the peaks of the spires who exult in the most unspeakable pastimes, or the wandering torture-merchants known as the Screaming Brides. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Dark Prince gain the following benefits in their next game: - Once per round, during the Activation phase, two fighters that are Ready can be picked and activated one after the other, rather than the usual one. - If a Chaos Spawn is part of the gang’s crew it rolls two D6 when determining its movement and chooses the highest result. - The gang’s Leader adds +2 to their Movement characteristic. ## Architect Of Fate Gangs dedicated to the Architect of Fate are schemers and psykers; always seeking to create confusion and chaos among the hives. Tapping into the dark power of the Warp, these Chaos cults pose perhaps the greatest threat to Necromunda, as they twist the very stuff of reality to their will. Such cults can be found hiding throughout Necromunda, such as the Coven of Eyes dealing secrets in Hive City or the Wyrdborn gathering up psykers in the underhive. Some are even more ancient and pervasive still, like the rumoured Immortal Cult of Necromunda, with its millennia-long mission to bring about the psychic awakening of humanity, whatever the price… ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Architect of Fate gain the following benefits in their next game: - Once per round, a single fighter may ignore all negative modifiers when making a Shoot (Basic) or Shoot (Double) action. - If a Chaos Spawn is part of the gang’s crew, it gains a Save of 4+. - The gang’s Leader gains a random wyrd power (see page 171 of the Necromunda Rulebook). :::note ### The True Name Of Chaos The true names of the Chaos gods are seldom ever spoken in the underhive, even by those in their service, and the overwhelming majority of Necromundans are entirely ignorant of the true nature of the gods at all. However, gangs and hivers alike know them, and their effects, by other names. For instance, Tzeentch is the Whisperer, the Watcher or the Dreamer; Slaanesh is the Pale One, Shadow Ruler or the Nightwild; Khorne is the Scratcher, the Red God or the Lord of Skin and Sinew, and Nurgle is the King in Rags and Tatters, the Lord of Shivers or Old Festus. For ease of use, the rules use the most well-known names for the four principal Chaos powers, though it can be imagined gangs refer to them using the titles above – if they dare speak their names at all! ::: ## Mutations Open wounds are a gateway for more than just disease and rot. The Chaos gods exalt in torn flesh and severed muscle, bestowing their ‘blessings’ on those that spill gore in their sight. In addition to the ever-present risk of infection and death, gangers fighting beneath the gaze of the Ruinous Powers risk more unnatural dangers. When a fighter in a Helot Chaos Cults, Corpse Grinder Cult or Chaos Corrupted gang gains a Lasting Injury (regardless of the cause), there is a chance it will become a mutation. If the result was Lesson Learned, Out Cold, Grievous Injury, Critical Injury or Memorable Death, apply the Lasting Injury as normal. Otherwise roll a D6 with the following modifiers: - Add 1 if the Lasting Injury was inflicted by a fighter from a Chaos Corrupted gang, a Helot Chaos Cults gang or a Corpse Grinder gang. - Add 1 if the Lasting Injury was sustained by a Daemon or daemonically possessed fighter. - Add 1 if the fighter who suffered the Lasting Injury already has at least one other mutation. If the result of the roll is a 6 or more then the Lasting Injury becomes a mutation. Do not apply the effects of the Lasting Injury to the fighter, instead make a note on their Fighter card of the corresponding mutation (see the Mutations table). The same mutation cannot be gained more than once. If a fighter would gain a duplicate mutation, the player may choose another mutation from the Mutations table instead. The boons of the Dark Gods always come with a price, and no one suffers their blessings for long without succumbing to madness and corruption. As soon as a fighter gains a number of mutations equal to their Toughness characteristic, they are transformed into a Chaos Spawn (see page 28) and removed from the gang roster unless they are part of a Chaos Cult, Chaos Corrupted or Corpse Grinder Cult gang – in these cases, the Chaos Spawn is added to the gang roster immediately. ### Mutations | Lasting Injury | Mutation | | :------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Humiliated | **Hungering Pride:** The fighter must activate before any other fighters in their crew. If there is more than one fighter in the crew with this mutation, the controlling player may choose which one to activate first. Fighters with this mutation gain 1 additional Experience point if they take an enemy Leader or Champion Out of Action. | | Head Injury | **Dark Madness:** The fighter must make an Intelligence check when they activate. If the test is failed, roll a D6 to determine their first action for this activation: 1-2 Move action, 3-4 Shoot or Fight action, 5-6 No action. | | Eye Injury | **Bestial Senses:** The fighter cannot be included as part of a group activation, nor can they initiate a group activation if they are a Leader or Champion. The fighter counts as always being equipped with a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). | | Hand Injury | **Disturbing Appendage:** The fighter always counts as being equipped with a fighting knife which cannot be disarmed or destroyed. When using weapons with the Unwieldy trait, the fighter suffers a -1 modifier to their Weapon Skill or Ballistic Skill rolls. | | Hobbled | **Warped Limbs:** Reduce the fighter’s Move characteristic by 1. When the fighter makes a Charge action roll three D3, instead of one, and choose the highest to determine the distance they move. | | Spinal | **Injury Crooked Body:** Ranged attacks made against the fighter suffer a -1 modifier to hit while within the attacking weapon’s Long range. The fighter cannot wear armour of any kind – any armour they are currently equipped with may be returned to the gang’s Stash. | | Enfeebled | **Twisted Flesh:** When the fighter activates, they may remove one Flesh Wound from their Fighter card. The fighter cannot benefit from bio-boosters, medicae kits or assistance fromother fighters when making Recovery tests. |
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# Embracing The Dark Gods The taint of Chaos can be found throughout the depths of Necromunda’s hive cities, its remote ash waste settlements and even among the decadent nobles of its spires. None can count themselves safe from the influence of the Chaos gods, though some openly embrace the darkness in their thirst for power and violence. The following section provides guidelines for creating a gang dedicated to the Dark Gods or running one that turns to the worship of Chaos during a campaign. Any of the six House gangs – Orlock, Delaque, Escher, Cawdor, Goliath and Van Saar – can turn to Chaos if their player chooses. ## Making A Dark Pact Turning a gang to Chaos can be done in one of two ways: either the gang can begin dedicated to the Dark Gods or they can turn during a campaign. During gang creation a player can decide if their gang is dedicated to the Dark Gods. If they do, they gain the benefits detailed that follow, but are also automatically an Outlaw gang (see page 6). During a campaign a player can attempt to turn to Chaos by having their Leader make the Dark Ritual Post-battle action (see page 27). If this action successfully draws the favour of a Chaos god, or if one of the gang’s members is turned into a Chaos Spawn, the gang becomes both a Chaos Corrupted gang as well as an Outlaw gang. ## Benefits Of Chaos A Chaos Corrupted gang gains the following benefits: - Lasting Injuries may become Mutations (see page 11). - The ability to perform Dark Rituals as a post- battle action. - Fighters in a Chaos Corrupted gang never become subject to the Insanity condition even if a scenario rule or special rule states that they would. - The ability to include Chaos Spawn in their gangs (see page 28). - The favour of a Chaos god (see page 27). Note that only Helot Chaos Cults gangs are permitted to seek the favour of different gods. For Chaos Corrupted gangs, once they have received the favour of a god, they cannot pray to any others when conducting a Dark Ritual. ## Agents Of Misrule In a Law and Misrule Campaign, any gang that is dedicated to the Dark Gods or that makes a Dark Pact automatically becomes aligned to Misrule. They cannot change their alignment further over the course of the campaign. :::note ### Designer’s Note: Modelling Chaos Corrupted Gangs Chaos Corrupted gangs provide a wealth of modelling opportunities for players. Blood-spattered Goliath gangs dedicated to Khorne, pale-skinned, filth-encrusted Cawdor bowing down to the Plague God and luridly-coloured Delaque in the service of Tzeentch are some of the obvious options, though players really are limited only by their own imagination (and perhaps the contents of their bits box!). While there are no game requirements to model a Chaos Corrupted gang as different from their more ‘wholesome’ counterparts (after all Chaos does love hiding in plain sight), it is certainly encouraged. Also, in a campaign the Arbitrator might require Chaos Corrupted gangs to be distinct from their non-corrupted counterparts, so that their opponents know what kind of gang they are facing. ::: ## Blood God Gangs dedicated to the Blood God thirst for murder and carnage. These savage fighters enjoy nothing more than the feel of arterial blood spraying across their screaming faces and bare arms as they hack apart their victims. The most notorious followers of the Blood God on Necromunda are the Corpse Grinders, though there are many others who pay homage to the Lord of Skulls, such as the Quinspire Deathcults, the Gore Warriors of Mynerva and there are even whispers of a renegade Goliath clan known as the Blood Forge. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Blood God gain the following benefits in their next game: - Once per round, a single failed Wound roll can be re-rolled. - If a Chaos Spawn is part of the gang’s crew, it gains +1 to its Strength characteristic. - The gang’s Leader adds +1 to their Attacks characteristic. ## Plague Lord Gangs dedicated to the Plague Lord have found ample places to thrive in the depths of the underhive. Amongst fungal wildernesses and zombie-choked ruins, muties offer up prayers to their foul deity for deliverance from their hellish existence. That the Plague God rewards them with pestilence does little to diminish their faith, and there are numerous cults scattered across Necromunda such as the Sons of the Weeping Sore, the Zombie Herders of Mortis or the debased ex-Cawdor fane dedicated to the Plague Emperor Ascendant. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the Favour of the Plague Lord gain the following benefits in their next game: - Once per End phase, a single Recovery roll can be re-rolled. - If a Chaos Spawn is part of the gang’s crew, it gains +1 to its Toughness characteristic. - The gang’s Leader adds +1 to their Wounds characteristic. ## Dark Prince Gangs dedicated to the Dark Prince indulge in hedonism and excess in all its forms. Pain, terror and torment drive those pledged to this alluring tyrant, the god’s followers constantly pushing themselves for ever more extreme sensations. Necromunda’s spires and their decadent elite make fertile breeding grounds for such cults, though it is just as likely they will hide in the shadows of the underhive, such as the Gentlemen of Pain, disgraced noblemen from the peaks of the spires who exult in the most unspeakable pastimes, or the wandering torture-merchants known as the Screaming Brides. ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Dark Prince gain the following benefits in their next game: - Once per round, during the Activation phase, two fighters that are Ready can be picked and activated one after the other, rather than the usual one. - If a Chaos Spawn is part of the gang’s crew it rolls two D6 when determining its movement and chooses the highest result. - The gang’s Leader adds +2 to their Movement characteristic. ## Architect Of Fate Gangs dedicated to the Architect of Fate are schemers and psykers; always seeking to create confusion and chaos among the hives. Tapping into the dark power of the Warp, these Chaos cults pose perhaps the greatest threat to Necromunda, as they twist the very stuff of reality to their will. Such cults can be found hiding throughout Necromunda, such as the Coven of Eyes dealing secrets in Hive City or the Wyrdborn gathering up psykers in the underhive. Some are even more ancient and pervasive still, like the rumoured Immortal Cult of Necromunda, with its millennia-long mission to bring about the psychic awakening of humanity, whatever the price… ### Benefits Helot Chaos Cults and Chaos Corrupted gangs who have earned the favour of the Architect of Fate gain the following benefits in their next game: - Once per round, a single fighter may ignore all negative modifiers when making a Shoot (Basic) or Shoot (Double) action. - If a Chaos Spawn is part of the gang’s crew, it gains a Save of 4+. - The gang’s Leader gains a random wyrd power (see page 171 of the Necromunda Rulebook). :::note ### The True Name Of Chaos The true names of the Chaos gods are seldom ever spoken in the underhive, even by those in their service, and the overwhelming majority of Necromundans are entirely ignorant of the true nature of the gods at all. However, gangs and hivers alike know them, and their effects, by other names. For instance, Tzeentch is the Whisperer, the Watcher or the Dreamer; Slaanesh is the Pale One, Shadow Ruler or the Nightwild; Khorne is the Scratcher, the Red God or the Lord of Skin and Sinew, and Nurgle is the King in Rags and Tatters, the Lord of Shivers or Old Festus. For ease of use, the rules use the most well-known names for the four principal Chaos powers, though it can be imagined gangs refer to them using the titles above – if they dare speak their names at all! ::: ## Mutations Open wounds are a gateway for more than just disease and rot. The Chaos gods exalt in torn flesh and severed muscle, bestowing their ‘blessings’ on those that spill gore in their sight. In addition to the ever-present risk of infection and death, gangers fighting beneath the gaze of the Ruinous Powers risk more unnatural dangers. When a fighter in a Helot Chaos Cults, Corpse Grinder Cult or Chaos Corrupted gang gains a Lasting Injury (regardless of the cause), there is a chance it will become a mutation. If the result was Lesson Learned, Out Cold, Grievous Injury, Critical Injury or Memorable Death, apply the Lasting Injury as normal. Otherwise roll a D6 with the following modifiers: - Add 1 if the Lasting Injury was inflicted by a fighter from a Chaos Corrupted gang, a Helot Chaos Cults gang or a Corpse Grinder gang. - Add 1 if the Lasting Injury was sustained by a Daemon or daemonically possessed fighter. - Add 1 if the fighter who suffered the Lasting Injury already has at least one other mutation. If the result of the roll is a 6 or more then the Lasting Injury becomes a mutation. Do not apply the effects of the Lasting Injury to the fighter, instead make a note on their Fighter card of the corresponding mutation (see the Mutations table). The same mutation cannot be gained more than once. If a fighter would gain a duplicate mutation, the player may choose another mutation from the Mutations table instead. The boons of the Dark Gods always come with a price, and no one suffers their blessings for long without succumbing to madness and corruption. As soon as a fighter gains a number of mutations equal to their Toughness characteristic, they are transformed into a Chaos Spawn (see page 28) and removed from the gang roster unless they are part of a Chaos Cult, Chaos Corrupted or Corpse Grinder Cult gang – in these cases, the Chaos Spawn is added to the gang roster immediately. ### Mutations | Lasting Injury | Mutation | | :------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Humiliated | **Hungering Pride:** The fighter must activate before any other fighters in their crew. If there is more than one fighter in the crew with this mutation, the controlling player may choose which one to activate first. Fighters with this mutation gain 1 additional Experience point if they take an enemy Leader or Champion Out of Action. | | Head Injury | **Dark Madness:** The fighter must make an Intelligence check when they activate. If the test is failed, roll a D6 to determine their first action for this activation: 1-2 Move action, 3-4 Shoot or Fight action, 5-6 No action. | | Eye Injury | **Bestial Senses:** The fighter cannot be included as part of a group activation, nor can they initiate a group activation if they are a Leader or Champion. The fighter counts as always being equipped with a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). | | Hand Injury | **Disturbing Appendage:** The fighter always counts as being equipped with a fighting knife which cannot be disarmed or destroyed. When using weapons with the Unwieldy trait, the fighter suffers a -1 modifier to their Weapon Skill or Ballistic Skill rolls. | | Hobbled | **Warped Limbs:** Reduce the fighter’s Move characteristic by 1. When the fighter makes a Charge action roll three D3, instead of one, and choose the highest to determine the distance they move. | | Spinal | **Injury Crooked Body:** Ranged attacks made against the fighter suffer a -1 modifier to hit while within the attacking weapon’s Long range. The fighter cannot wear armour of any kind – any armour they are currently equipped with may be returned to the gang’s Stash. | | Enfeebled | **Twisted Flesh:** When the fighter activates, they may remove one Flesh Wound from their Fighter card. The fighter cannot benefit from bio-boosters, medicae kits or assistance fromother fighters when making Recovery tests. |
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# Special Terrain ## Doors :::info Operate Door (Simple) Any fighter may can spend a Simple action (Operate Door) to open or close it. ::: By default, all doors are closed at the start of a battle. Closed doors are considered impassable terrain and solid terrain. Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have: - Toughness 5. - 4 Wounds. If reduced to 0 Wounds, it is removed from the battlefield. #### Mind the Doors If standing in the way of a closing door, pass an Initiative test to move up to 2" to escape the closing door (can't end the move within 1" of an enemy fighter). If the test failed or the move is insufficient to clear the doorway, suffer the following hit: - S3 D2 (can be saved as normal). If survived, move the shortest distance possible, no longer obstructing the door (if directly between 2 sides, randomize which which side of the door to end up). Can't move within 1" of an enemy unless there is no alternative. #### Locked Doors and Terminals A locked door is is represented by having 2 door terminals within 1" of either side of the door. To open a locked door, spend a Basic action to permanently open the door (unlocked for the rest of the battle): - **Access Terminal:** If within 1" of a terminal, pass an Intelligence test with a -2 modifier. - **Force Door:** If B2B with a door, pass roll a D6+S and additional +2 per friendly fighter also B2B with the door: - **Door:** 9+ to open. - **Vault Door:** 11+ to open. In scenarios with an attacker & defender, the defending gang is assumed to have the access codes for any locked doors, and can spend a Simple action (Operate Door) as normal. ## Lift - ACTIVATE/DEACTIVATE (CONTROLLED) At the start of or during an activation, if a fighter is on the lift, the lift can go 4" up or down (without spending an action). This can be done mid-movement, using any remaining movement after the lift has stopped. The lift can only move once per round. Any models standing on it moves with it. #### Mind the Lift If obstructing the way of a moving lift, pass an Initiative test to move up to 2” to escape the lift (can't end the move within 1” of an enemy fighter). If the test failed or the move is insufficient to clear the lift’s path, suffer a hit causing D3 (no saves allowed). If survived, move the shortest distance possible, no longer obstructing the lift. Can't move within 1” of an enemy unless there is no alternative. #### Lifts and Terminals A lift can be remotely activated or deactivated by a control panel with an Access Terminal (Basic) action. ## Stills - EXPLOSIVE If hit, make the following test: - Str + D6 > 7 If passed, it explodes using a gas grenade: - Blast (3”), Gas ## Toxic Sludge While at least partially in a pool of toxic sludge: - -1 Toughness. - Roll 2+ for each Prone fighter at the start of the End phase or go Out of Action. ## Promethium Tank (Refuelling Station) - ACTIVATE/DEACTIVATE (RANDOM) - EXPLOSIVE _This is intended for Ash Wastes and can also be used for the Ridgehauler's Cargo Loads._ #### Objective When choosing a scenario, 0-4 tanks can be placed as additional objectives: - Take turns placing tanks starting with the gang with the lowest Gang Rating. - Within 10" of the centre of the battlefield (can be linked together). #### Liquid Creds Earn D6x10 credits at the end of the battle if all the following are true: - A friendly fighter is within 1". Each fighter can only claim 1 tank each. - No enemies are within 1". #### High Pressure Gas (Unleash a Jet of Gas) If hit, make the following test: - Str + D6 > 8 If passed, it triggers a minor exploding using a Blast (5”), depending of the type of the attack: - Blaze: S4, AP-1, D1, Blast (5”), Blaze. - Otherwise: Blast (5”), Flash. Any fighter hit by the Blast can pass an Initiative test to avoid being hit. Vehicles are not affected. #### Fuel Slicks If active, it remains active for the rest of the battle. Apply the following: - **Fighter:** If ending a Move (Simple) or Charge (Double) action within 3”, pass an Initiative test (after completing the move), or become Pinned. If charging, the movement must end 1” away from any enemy fighters. - **Vehicle:** If moving within 3", pass a Handling test or Lose Control. #### Free Fuel While within 3”, Blaze weapons lose Scarce. Or, if the weapon doesn’t have Scarce, gain Plentiful instead. #### KABOOM! Starts with: - Toughness 5. - 4 Wounds. - 3+ save. If reduced to 0 Wounds, it explodes on a 3+. All models and other tanks within 3" suffer the following hit: - S4, AP-1, Blaze. It is then removed from the battlefield. ## Underhive Market A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. #### 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. ## Gang Stronghold ### Stronghold Can be used as the focal point of a scenario. If all players agree, the Gang Stronghold can be deployed by the defender in a scenario with the Home Turf Advantage. The defender can set up the Stronghold before the rest of the terrain is setup as normal. As much as possible of the Stronghold should be placed in the defender’s deployment zone. #### Looting If the attacker wins, gain an additional 3D6x10 credits (from looting the hideout). #### Features In addition to all standard rules, the Stronghold has the following unique features: - Blast Door (Stronghold Gate) - Watchtower - Gunk Tank (counts as a Promethium Reservoir) - Firing Ports ### Blast Door (Door) Counts as door with the following exceptions: - Defenders can spend a Simple action (Bolt Door) to lock or unlock. - Does not have door terminals. - Can't be opened with Access Terminal (Basic) action or tactics cards that causes a locked door to open or close. - If destroyed, fighters within 1" of the other side must pass an Initiative test or suffer S4 hit and become Pinned. ### Watchtower Any Sentries (Sneak Attack scenarios) placed in the tower: - Do not move if activated before the alarm is raised. - Can be turned to face in any direction by the controlling gang. - Counts as rolling 12 for the purpose of Spotting Attackers. ### Firing Port (Ductway) - Provides full cover. - Can be moved through like a Ductway (Double action).
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# Special Terrain ## Doors :::info Operate Door (Simple) Any fighter may can spend a Simple action (Operate Door) to open or close it. ::: By default, all doors are closed at the start of a battle. Closed doors are considered impassable terrain and solid terrain. Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have: - Toughness 5. - 4 Wounds. If reduced to 0 Wounds, it is removed from the battlefield. #### Mind the Doors If standing in the way of a closing door, pass an Initiative test to move up to 2" to escape the closing door (can't end the move within 1" of an enemy fighter). If the test failed or the move is insufficient to clear the doorway, suffer the following hit: - S3 D2 (can be saved as normal). If survived, move the shortest distance possible, no longer obstructing the door (if directly between 2 sides, randomize which which side of the door to end up). Can't move within 1" of an enemy unless there is no alternative. #### Locked Doors and Terminals A locked door is is represented by having 2 door terminals within 1" of either side of the door. To open a locked door, spend a Basic action to permanently open the door (unlocked for the rest of the battle): - **Access Terminal:** If within 1" of a terminal, pass an Intelligence test with a -2 modifier. - **Force Door:** If B2B with a door, pass roll a D6+S and additional +2 per friendly fighter also B2B with the door: - **Door:** 9+ to open. - **Vault Door:** 11+ to open. In scenarios with an attacker & defender, the defending gang is assumed to have the access codes for any locked doors, and can spend a Simple action (Operate Door) as normal. ## Lift - ACTIVATE/DEACTIVATE (CONTROLLED) At the start of or during an activation, if a fighter is on the lift, the lift can go 4" up or down (without spending an action). This can be done mid-movement, using any remaining movement after the lift has stopped. The lift can only move once per round. Any models standing on it moves with it. #### Mind the Lift If obstructing the way of a moving lift, pass an Initiative test to move up to 2” to escape the lift (can't end the move within 1” of an enemy fighter). If the test failed or the move is insufficient to clear the lift’s path, suffer a hit causing D3 (no saves allowed). If survived, move the shortest distance possible, no longer obstructing the lift. Can't move within 1” of an enemy unless there is no alternative. #### Lifts and Terminals A lift can be remotely activated or deactivated by a control panel with an Access Terminal (Basic) action. ## Stills - EXPLOSIVE If hit, make the following test: - Str + D6 > 7 If passed, it explodes using a gas grenade: - Blast (3”), Gas ## Toxic Sludge While at least partially in a pool of toxic sludge: - -1 Toughness. - Roll 2+ for each Prone fighter at the start of the End phase or go Out of Action. ## Promethium Tank (Refuelling Station) - ACTIVATE/DEACTIVATE (RANDOM) - EXPLOSIVE _This is intended for Ash Wastes and can also be used for the Ridgehauler's Cargo Loads._ #### Objective When choosing a scenario, 0-4 tanks can be placed as additional objectives: - Take turns placing tanks starting with the gang with the lowest Gang Rating. - Within 10" of the centre of the battlefield (can be linked together). #### Liquid Creds Earn D6x10 credits at the end of the battle if all the following are true: - A friendly fighter is within 1". Each fighter can only claim 1 tank each. - No enemies are within 1". #### High Pressure Gas (Unleash a Jet of Gas) If hit, make the following test: - Str + D6 > 8 If passed, it triggers a minor exploding using a Blast (5”), depending of the type of the attack: - Blaze: S4, AP-1, D1, Blast (5”), Blaze. - Otherwise: Blast (5”), Flash. Any fighter hit by the Blast can pass an Initiative test to avoid being hit. Vehicles are not affected. #### Fuel Slicks If active, it remains active for the rest of the battle. Apply the following: - **Fighter:** If ending a Move (Simple) or Charge (Double) action within 3”, pass an Initiative test (after completing the move), or become Pinned. If charging, the movement must end 1” away from any enemy fighters. - **Vehicle:** If moving within 3", pass a Handling test or Lose Control. #### Free Fuel While within 3”, Blaze weapons lose Scarce. Or, if the weapon doesn’t have Scarce, gain Plentiful instead. #### KABOOM! Starts with: - Toughness 5. - 4 Wounds. - 3+ save. If reduced to 0 Wounds, it explodes on a 3+. All models and other tanks within 3" suffer the following hit: - S4, AP-1, Blaze. It is then removed from the battlefield. ## Underhive Market A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. #### 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. ## Gang Stronghold ### Stronghold Can be used as the focal point of a scenario. If all players agree, the Gang Stronghold can be deployed by the defender in a scenario with the Home Turf Advantage. The defender can set up the Stronghold before the rest of the terrain is setup as normal. As much as possible of the Stronghold should be placed in the defender’s deployment zone. #### Looting If the attacker wins, gain an additional 3D6x10 credits (from looting the hideout). #### Features In addition to all standard rules, the Stronghold has the following unique features: - Blast Door (Stronghold Gate) - Watchtower - Gunk Tank (counts as a Promethium Reservoir) - Firing Ports ### Blast Door (Door) Counts as door with the following exceptions: - Defenders can spend a Simple action (Bolt Door) to lock or unlock. - Does not have door terminals. - Can't be opened with Access Terminal (Basic) action or tactics cards that causes a locked door to open or close. - If destroyed, fighters within 1" of the other side must pass an Initiative test or suffer S4 hit and become Pinned. ### Watchtower Any Sentries (Sneak Attack scenarios) placed in the tower: - Do not move if activated before the alarm is raised. - Can be turned to face in any direction by the controlling gang. - Counts as rolling 12 for the purpose of Spotting Attackers. ### Firing Port (Ductway) - Provides full cover. - Can be moved through like a Ductway (Double action).
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# Weapon Profiles _Source: Necromunda Core Rulebook (2023)_ ## Weapon Profiles In the same way as a fighter, each weapon has its own characteristics profile, detailing the range of its attacks, the damage it deals and so forth. For example, here is the profile of a heavy stubber: Here is the formatted table in Markdown: | Weapon | S | L | S | L | S | AP | D | Am | Traits | AL | Credit Cost | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | Weapon Profiles appear slightly differently on Necrodamus, for the sake of brevity. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------- | :-: | :--: | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | | | | | | | | | | | | | | A weapon’s characteristics are defined as follows: Here is the formatted markdown table: ### Weapon Characteristics | Characteristic | Description | | --- | --- | | Range (Rng) | Short and Long ranges, usually presented as a number of inches. | | Accuracy (Acc) | Modifiers applied to hit rolls when attacking within Short or Long range. | | Strength (Str) | The weapon's Strength, used for making wound rolls against the target. | | Armour Piercing (AP) | A modifier applied to dice rolled for armour saves. | | Damage (D) | How much damage the weapon inflicts, determining Wounds lost or Injury dice rolled. | | Ammo (Am) | If a target number, a Firepower dice must be rolled with hit dice when attacking. | | Traits | Unique bonuses or changes in how the weapon works. | | Availability Level (Al) | Indicates how easily available the weapon is from the Trading Post: Rare (R), Illegal (I), or Exclusive (E). | | Credit Cost | The cost to purchase the weapon from the Trading Post. |
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2024-06-13 20:34:24.508078
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# Weapon Profiles _Source: Necromunda Core Rulebook (2023)_ ## Weapon Profiles In the same way as a fighter, each weapon has its own characteristics profile, detailing the range of its attacks, the damage it deals and so forth. For example, here is the profile of a heavy stubber: Here is the formatted table in Markdown: | Weapon | S | L | S | L | S | AP | D | Am | Traits | AL | Credit Cost | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | Weapon Profiles appear slightly differently on Necrodamus, for the sake of brevity. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------- | :-: | :--: | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | | | | | | | | | | | | | | A weapon’s characteristics are defined as follows: Here is the formatted markdown table: ### Weapon Characteristics | Characteristic | Description | | --- | --- | | Range (Rng) | Short and Long ranges, usually presented as a number of inches. | | Accuracy (Acc) | Modifiers applied to hit rolls when attacking within Short or Long range. | | Strength (Str) | The weapon's Strength, used for making wound rolls against the target. | | Armour Piercing (AP) | A modifier applied to dice rolled for armour saves. | | Damage (D) | How much damage the weapon inflicts, determining Wounds lost or Injury dice rolled. | | Ammo (Am) | If a target number, a Firepower dice must be rolled with hit dice when attacking. | | Traits | Unique bonuses or changes in how the weapon works. | | Availability Level (Al) | Indicates how easily available the weapon is from the Trading Post: Rare (R), Illegal (I), or Exclusive (E). | | Credit Cost | The cost to purchase the weapon from the Trading Post. |
Unknown
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1,123
87
### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | ^ Not in the 2023 Core Rules
ranged-weapon
Autogun - Plantbuster
Unknown
projectile
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2024-06-13 20:34:24.508078
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['[[rapid_fire]]', '[[scarce]]']
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['Autogun - Plantbuster']
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### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | ^ Not in the 2023 Core Rules
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**Voice:** David - deep **Model:** Eleven Multilingual v2 **Created:** 5/24/2024, 2:03:59 PM **Voice Settings Enabled:** true **Stability:** 33 **Similarity Boost:** 41 **Note:** [[2-hangers-on-and-brutes]] > Once a gang establishes itself, its hideout can become > as well known as any other local landmark. Some > gangs’ hideouts become centres of activity, with loyal > hivers granted the freedom to come and go as they > please, while others are more like fortresses. In either > case, they are sought-after destinations for merchants > and tradesmen seeking a reliable base of operations > and offering their services to the gang. > > Hangers-on are primarily used in Campaign play, > although some will prove particularly useful in Skirmish > play. Brutes are purchased specifically to add some > extra muscle and prowess on the battlefield and can > be fielded alongside the rest of the gang normally. > Either at gang creation or in the Update Roster step of > the post-battle sequence, players can recruit Hangerson > and Brutes. These are purchased with credits from > the gang’s Stash in the same way as new fighters. A > Fighter card is filled out for each and they are added > to the gang roster. Most Hangers-on and Brutes have > various options for their equipment – these must > be decided when they are recruited and cannot be > changed later. > > During Campaign play, both Hangers-on and Brutes > can be taken captive in the post-battle sequence, > just like any other fighter. In such cases, the gang > can attempt to rescue them or make a trade with > the captor to have them returned. Should they fail to > rescue them or secure a trade, the captor may sell > them as if they were a normal fighter. > > The maximum number of Hangers-on and Brutes a > gang can have is limited by its Reputation, as shown > by the table below. If a gang’s Reputation drops to the > point that it does not have enough for its Hangers-on > or Brutes, it must remove one or more of them from > its roster until it is back within the limit. Also, note that > there is a limit on each type of Hanger-on and Brute – > a gang can have up to two Rogue Docs, but only one > Dome Runner, for example. Hangers-on and Brutes do > not count towards the number of fighters in the gang > for the purposes of determining how many fighters of > other types the gang may contain. ![[ElevenLabs/Audio/2024-05-24_14-03-59_David - deep.mp3]] ---
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**Voice:** David - deep **Model:** Eleven Multilingual v2 **Created:** 5/24/2024, 2:03:59 PM **Voice Settings Enabled:** true **Stability:** 33 **Similarity Boost:** 41 **Note:** [[2-hangers-on-and-brutes]] > Once a gang establishes itself, its hideout can become > as well known as any other local landmark. Some > gangs’ hideouts become centres of activity, with loyal > hivers granted the freedom to come and go as they > please, while others are more like fortresses. In either > case, they are sought-after destinations for merchants > and tradesmen seeking a reliable base of operations > and offering their services to the gang. > > Hangers-on are primarily used in Campaign play, > although some will prove particularly useful in Skirmish > play. Brutes are purchased specifically to add some > extra muscle and prowess on the battlefield and can > be fielded alongside the rest of the gang normally. > Either at gang creation or in the Update Roster step of > the post-battle sequence, players can recruit Hangerson > and Brutes. These are purchased with credits from > the gang’s Stash in the same way as new fighters. A > Fighter card is filled out for each and they are added > to the gang roster. Most Hangers-on and Brutes have > various options for their equipment – these must > be decided when they are recruited and cannot be > changed later. > > During Campaign play, both Hangers-on and Brutes > can be taken captive in the post-battle sequence, > just like any other fighter. In such cases, the gang > can attempt to rescue them or make a trade with > the captor to have them returned. Should they fail to > rescue them or secure a trade, the captor may sell > them as if they were a normal fighter. > > The maximum number of Hangers-on and Brutes a > gang can have is limited by its Reputation, as shown > by the table below. If a gang’s Reputation drops to the > point that it does not have enough for its Hangers-on > or Brutes, it must remove one or more of them from > its roster until it is back within the limit. Also, note that > there is a limit on each type of Hanger-on and Brute – > a gang can have up to two Rogue Docs, but only one > Dome Runner, for example. Hangers-on and Brutes do > not count towards the number of fighters in the gang > for the purposes of determining how many fighters of > other types the gang may contain. ![[ElevenLabs/Audio/2024-05-24_14-03-59_David - deep.mp3]] ---
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David - deep
Eleven Multilingual v2
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# Ridgerunner ![](ridgerunner.jpg) <VehicleCard cost="95"> ### Ridgerunner <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 5 | 4 | 4 | 3 | 7+ | 5+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 2. Hull: Crew Operated, Front Arc; Rear Platform: Passeger Operated, Front Arc. **Existing Upgrades:** Transport bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 3 | 2 | #### Transport Bed 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 | | ------------------------------ | ------- | | **Heavy Weapons** | | Twin-linked | 145 | | Mining laser | 125 | | Missile launcher (frag & krak) | 165 | | Mortar | 115 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Crash cage | 15 | | Escape hatches | 10 | | Speed fins | 10 | | Transport bed | inc. | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Gas promethium engine | 25 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 |
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# Ridgerunner ![](ridgerunner.jpg) <VehicleCard cost="95"> ### Ridgerunner <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 5 | 4 | 4 | 3 | 7+ | 5+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 2. Hull: Crew Operated, Front Arc; Rear Platform: Passeger Operated, Front Arc. **Existing Upgrades:** Transport bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 2 | 3 | 2 | #### Transport Bed 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 | | ------------------------------ | ------- | | **Heavy Weapons** | | Twin-linked | 145 | | Mining laser | 125 | | Missile launcher (frag & krak) | 165 | | Mortar | 115 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Crash cage | 15 | | Escape hatches | 10 | | Speed fins | 10 | | Transport bed | inc. | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Gas promethium engine | 25 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 |
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### Stun Grenades (20 credits) - **Description:** Stun grenades are designed to incapacitate targets through high-intensity sound and light without causing permanent harm. - **Effects:** Temporarily paralyzes nearby enemies, making them vulnerable to attack or capture. Useful for non-lethal takedowns and controlling crowds. - **Use Limitation:** The area of effect may be limited, and like other sensory-based grenades, its effectiveness can be reduced with appropriate protective gear or countermeasures. ---
equipment
### Stun Grenades
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Temporarily paralyzes nearby enemies, making them vulnerable to attack or capture. Useful for non-lethal takedowns and controlling crowds.
Unknown
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Stun grenades are designed to incapacitate targets through high-intensity sound and light without causing permanent harm.
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### Stun Grenades (20 credits) - **Description:** Stun grenades are designed to incapacitate targets through high-intensity sound and light without causing permanent harm. - **Effects:** Temporarily paralyzes nearby enemies, making them vulnerable to attack or capture. Useful for non-lethal takedowns and controlling crowds. - **Use Limitation:** The area of effect may be limited, and like other sensory-based grenades, its effectiveness can be reduced with appropriate protective gear or countermeasures. ---
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121
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# 128. The Big Score (Ash Wastes) _“Gun it Big Pete, they’re getting away!”_ \- Vespa ‘Minx’ Merdena, Radlight Runners, House Orlock In this scenario, one gang is attempting to stop some valuable cargo being delivered while their rivals protect it. **Source: Apocrypha: Bullet Road Run** ## 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). ## Crews - Custom (8). Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. Defender deploys the Prize in the centre. 2. Defender then deploys within 6" of the Prize. 3. Attacker deploys within 1" of the Trailing Edge of the Battlefield. ## Rolling Roads This is a Rolling Roads scenario with open sides and follows [all the rules for Rolling Roads](/docs/battlefield-setup/rolling-roads). ## The Prize The defender must designate one of their vehicles to be the Prize. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. This has no effect on the vehicle aside from acting as an objective for the scenario. ## The Score The Prize knows that if it leaves the protection of its escorts it will not survive long. Unless it is the only model from the defending gang left on the battlefield, the Prize automatically passes any Cool check it needs to make to avoid becoming Broken or fleeing the battlefield (there is no need to roll the dice). ## Ending the Battle The battle ends if any of the following is true: - Prize has either been Wrecked or is no longer on the battlefield. - End of 6 rounds. ## Victory If the Prize is either Wrecked or not on the battlefield at the end of the battle, the attacker wins. Otherwise the defender wins. ## Rewards ### Credits - Winner: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for the Prize if it survives. - +D3 XP for model who Wrecks the Prize. 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 ## Bullet Road Run If players wish, they may use this scenario to represent the battle as numerous gangs attempt to claim the Prize from Vespa ‘Minx’ Merdena. In order to do this, make the following changes: - The defending gang should be an Orlock gang and include Vespa ‘Minx’ Merdena. - Instead of one attacking gang, up to three gangs can attack the Prize. When they are deployed they must be at least 1" away from any enemy models. - The winning attacking gang is the one that causes the Prize to become Wrecked. If the Prize is Wrecked for any other reason or the Prize flees the battlefield, the battle is a draw. :::
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2024-06-13 20:34:24.508078
['Ash Wastes', 'Apocrypha Necromunda', 'Vehicles', 'Rolling Roads', 'Narrative Scenario']
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# 128. The Big Score (Ash Wastes) _“Gun it Big Pete, they’re getting away!”_ \- Vespa ‘Minx’ Merdena, Radlight Runners, House Orlock In this scenario, one gang is attempting to stop some valuable cargo being delivered while their rivals protect it. **Source: Apocrypha: Bullet Road Run** ## 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). ## Crews - Custom (8). Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. Defender deploys the Prize in the centre. 2. Defender then deploys within 6" of the Prize. 3. Attacker deploys within 1" of the Trailing Edge of the Battlefield. ## Rolling Roads This is a Rolling Roads scenario with open sides and follows [all the rules for Rolling Roads](/docs/battlefield-setup/rolling-roads). ## The Prize The defender must designate one of their vehicles to be the Prize. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. This has no effect on the vehicle aside from acting as an objective for the scenario. ## The Score The Prize knows that if it leaves the protection of its escorts it will not survive long. Unless it is the only model from the defending gang left on the battlefield, the Prize automatically passes any Cool check it needs to make to avoid becoming Broken or fleeing the battlefield (there is no need to roll the dice). ## Ending the Battle The battle ends if any of the following is true: - Prize has either been Wrecked or is no longer on the battlefield. - End of 6 rounds. ## Victory If the Prize is either Wrecked or not on the battlefield at the end of the battle, the attacker wins. Otherwise the defender wins. ## Rewards ### Credits - Winner: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for the Prize if it survives. - +D3 XP for model who Wrecks the Prize. 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 ## Bullet Road Run If players wish, they may use this scenario to represent the battle as numerous gangs attempt to claim the Prize from Vespa ‘Minx’ Merdena. In order to do this, make the following changes: - The defending gang should be an Orlock gang and include Vespa ‘Minx’ Merdena. - Instead of one attacking gang, up to three gangs can attack the Prize. When they are deployed they must be at least 1" away from any enemy models. - The winning attacking gang is the one that causes the Prize to become Wrecked. If the Prize is Wrecked for any other reason or the Prize flees the battlefield, the battle is a draw. :::
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# Armoury & Trading Post _Source: Necromunda Core Rulebook (2023)_ The following pages contain rules for all of the Weapons and Wargear available to gangs and fighters in Necromunda. ~~Players should note that, unless they are included alongside special ammo types, the various weapons unique to the Clan Houses of Necromunda (such as the advanced las weapons of Van Saar or the iconic polearms of Cawdor) are not included in this list. Such weapons are available only to gangs belonging to the Houses that manufacture them and can be found within the gang’s own equipment lists. Such weapons are not normally available through the Trading Post and gangs of rival Houses would not consider using such weapons. These weapons are so closely linked to the cultural identities of the Houses that using such a weapon is simply not done in Necromundan culture. Profiles and rules for these weapons can be found in the relevant supplements.~~ :::note Unlike in the 2023 Core Rules, this Section lists _all_ items available in Necromunda. This section includes everything from the Trading Post, gang lists and other sources such as gear unique to characters or scenarios. Each page is divided into two sections: 'Trading Post' and 'Exclusive'. Trading Post items are available via the trading post, whereas Exclusive items are only available through other means (and are often restricted to a particular gang or fighter). Items that are available on the Trading Post will be marked with their Availability Level (AL), such as C (Common), R9 (Rarity 9) or I6 (Illegal 6). If an items is available to a gang via their gang list _cheaper_ than on the Trading Post, it is marked as follows. Note that you should reference your Gang Equipment list during gang creation, as some items are _more expensive_ on their gang lists. | Profile | ... | AL | Credits | | :------- | :-: | :-: | :-----: | | Chainaxe | ... | R9 | 30\* | \* House Goliath: 25 Credits Some items are were on a previous Trading Post but not listed in the 2023 Core Rules. These are marked as follows, and are listed in the 'Exclusive' section. Discuss with your arbitrator if these are available in your campaign: | Profile | ... | AL | Credits | | :------- | :-: | :-: | :-----: | | Chainaxe | ... | R9^ | 30 | ^ Not in the 2023 Core Rules :::
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# Armoury & Trading Post _Source: Necromunda Core Rulebook (2023)_ The following pages contain rules for all of the Weapons and Wargear available to gangs and fighters in Necromunda. ~~Players should note that, unless they are included alongside special ammo types, the various weapons unique to the Clan Houses of Necromunda (such as the advanced las weapons of Van Saar or the iconic polearms of Cawdor) are not included in this list. Such weapons are available only to gangs belonging to the Houses that manufacture them and can be found within the gang’s own equipment lists. Such weapons are not normally available through the Trading Post and gangs of rival Houses would not consider using such weapons. These weapons are so closely linked to the cultural identities of the Houses that using such a weapon is simply not done in Necromundan culture. Profiles and rules for these weapons can be found in the relevant supplements.~~ :::note Unlike in the 2023 Core Rules, this Section lists _all_ items available in Necromunda. This section includes everything from the Trading Post, gang lists and other sources such as gear unique to characters or scenarios. Each page is divided into two sections: 'Trading Post' and 'Exclusive'. Trading Post items are available via the trading post, whereas Exclusive items are only available through other means (and are often restricted to a particular gang or fighter). Items that are available on the Trading Post will be marked with their Availability Level (AL), such as C (Common), R9 (Rarity 9) or I6 (Illegal 6). If an items is available to a gang via their gang list _cheaper_ than on the Trading Post, it is marked as follows. Note that you should reference your Gang Equipment list during gang creation, as some items are _more expensive_ on their gang lists. | Profile | ... | AL | Credits | | :------- | :-: | :-: | :-----: | | Chainaxe | ... | R9 | 30\* | \* House Goliath: 25 Credits Some items are were on a previous Trading Post but not listed in the 2023 Core Rules. These are marked as follows, and are listed in the 'Exclusive' section. Discuss with your arbitrator if these are available in your campaign: | Profile | ... | AL | Credits | | :------- | :-: | :-: | :-----: | | Chainaxe | ... | R9^ | 30 | ^ Not in the 2023 Core Rules :::
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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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# Battlefield Set-Up _Source: Necromunda Core Rulebook (2023)_ Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows: ## Underhive The battlefields of the Underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of the wastes. When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted condition in either their crew or Reinforcements. For Underhive battles, between a 3'x3' and a 4'x4' battlefield is ideal, although larger and smaller battlefields are also possible! Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles players alternate placing the tiles on the battlefield. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. :::info ### Tunnel Warfare When creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders can not be used. ::: ## Ash Wastes Out in the Ash Wastes, the ground itself can be dangerous to walk on; the only safe places are the settlements that have sprung up throughout the wastes and along the sprawling, dust-strewn road surfaces that connect the hives. Battlefields out in the wastes tend to be less claustrophobic and densely packed than those found in the underhive and players are encouraged to reflect this when setting up the battlefield. When fighting battles in the Ash Wastes, the rules for [Battlefield Conditions](/docs/battlefield-setup/generating-ash-wastes-battlefield-conditions) are in use. Also, vehicles and Wargear that grants the Mounted condition can be included in both gangs’ starting crew and Reinforcements. For battlefields set in the Ash Wastes, 4'x4' is ideal though larger battlefields are also appropriate, especially if playing a [Rolling Roads](/docs/battlefield-setup/rolling-roads) scenario. Mark up a section of the battlefield as a road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate placing terrain features, starting with the defender (or the winner of a roll-off if the scenario does not have a defender). Once one player passes, the other player may place one last piece of terrain. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield.
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# Battlefield Set-Up _Source: Necromunda Core Rulebook (2023)_ Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows: ## Underhive The battlefields of the Underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of the wastes. When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted condition in either their crew or Reinforcements. For Underhive battles, between a 3'x3' and a 4'x4' battlefield is ideal, although larger and smaller battlefields are also possible! Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles players alternate placing the tiles on the battlefield. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. :::info ### Tunnel Warfare When creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders can not be used. ::: ## Ash Wastes Out in the Ash Wastes, the ground itself can be dangerous to walk on; the only safe places are the settlements that have sprung up throughout the wastes and along the sprawling, dust-strewn road surfaces that connect the hives. Battlefields out in the wastes tend to be less claustrophobic and densely packed than those found in the underhive and players are encouraged to reflect this when setting up the battlefield. When fighting battles in the Ash Wastes, the rules for [Battlefield Conditions](/docs/battlefield-setup/generating-ash-wastes-battlefield-conditions) are in use. Also, vehicles and Wargear that grants the Mounted condition can be included in both gangs’ starting crew and Reinforcements. For battlefields set in the Ash Wastes, 4'x4' is ideal though larger battlefields are also appropriate, especially if playing a [Rolling Roads](/docs/battlefield-setup/rolling-roads) scenario. Mark up a section of the battlefield as a road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate placing terrain features, starting with the defender (or the winner of a roll-off if the scenario does not have a defender). Once one player passes, the other player may place one last piece of terrain. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield.
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# Skills _Source: Necromunda Core Rulebook (2023)_ This section presents the full list of universal skills available to models. This section is split into nine lists, one for each Skill Set. Each entry lists the skill by name, and then its rules. Note that crew can only gain skills from the Driving, Leadership, Shooting and Savant sets. :::note ### Universal Skills and Gang Specific Skills A number of gangs also their own unique set of skills that they have access to. These are listed in [Gang-Specific Skills](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills). ::: The following two tables summarise each of the Skill Sets, and can be used (by rolling a D6) to determine a random skill from one of the Skill Sets: | D6 | Agility | Brawn | Combat | Cunning | Driving | | :-: | :-------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | :------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist) | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt) | [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry) | [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) | [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | | D6 | Ferocity | Leadership | Savant | Shooting | | :-: | :---------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | | 1 | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) | | 2 | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | [Connected](/docs/gang-fighters-and-their-weaponry/skills/#2-connected) | [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter) | | 3 | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | | 4 | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | | 5 | [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | | 6 | [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | ## Agility ### 1. Catfall When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up. In addition, if they are not Prone and Seriously Injured or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain Standing rather than being Prone and Pinned. :::danger Optional House Rule When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder. :::danger Optional House Rule Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter ### 4. Mighty Leap When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means that a fighter with this skill may leap over gaps of 2" or less without testing against their Initiative. All other rules for leaping over gaps still apply. ### 5. Spring Up If this fighter is Prone and Pinned when they are activated, make an Initiative test for them. If the test is passed, the fighter may make a Stand Up (Basic) action for free. If the test is failed, the fighter may still stand up, but it costs one action, as usual. ### 6. Sprint If this fighter makes two Move (Simple) actions when activated during a round, they can use the second to Sprint. This lets them move at double their Movement characteristic for the second Move (Simple) action. ## Brawn ### 1. Bull Charge When the fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback trait and are resolved at +1 Strength. ### 2. Bulging Biceps This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry. ### 3. Crushing Blow Before rolling to hit for the fighter’s close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling for a weapon with the Sidearm trait. If that dice hits, the attack’s Strength and Damage are increased by one. ### 4. Headbutt If the fighter is Standing and Engaged, they can make the following action: **Headbutt (Free):** Pick an enemy fighter engaged by, and in base contact with, this fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter’s +2, resolved at Damage 2. However, if both dice score lower than the enemy fighter’s Toughness, this fighter instead suffers a hit equal to their own Strength, resolved at Damage 1. ### 5. Hurl If the fighter is Standing and Engaged, they can perform the following action: **Hurl (Basic):** Pick an enemy fighter engaged by and in base contact with this fighter, or a Prone and Seriously Injured enemy fighter within 1" of this fighter. Make an Initiative test for the enemy fighter. If failed, the enemy fighter is hurled. Move the enemy fighter D3" in a direction of your choice – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter, vehicle or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another model, that model also suffers a Strength 3, Damage 1 hit, and if the model is a fighter, they become Prone and Pinned. This action can also be performed for free after successfully performing a Charge (Double) action instead of a free Fight (Basic) action. ### 6. Iron Jaw This fighter’s Toughness is treated as being two higher than normal when another fighter attacks them in close combat with a weapon with an AP characteristic of -. ## Combat ### 1. Combat Master The fighter never suffers penalties to their hit rolls for interference, and can always grant assists, regardless of how many enemy fighters they are engaged with. ### 2. Counter-Attack When this fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker’s Attacks that failed to hit (whether they missed, were parried, etc). ### 3. Disarm Any weapons with the Melee trait used by the fighter also gain the Disarm trait. If a weapon already has this Trait then the target will be disarmed on a natural roll of a 5 or 6, rather than the usual 6. ### 4. Parry The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with this Trait, they can parry one additional attack. ### 5. Rain Of Blows This fighter treats the Fight action as Fight (Simple) rather than Fight (Basic). In other words, this fighter may make two Fight (Simple) actions when activated. :::danger Optional House Rule Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative test for them. If the test is passed, the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them. ## Cunning ### 1. Backstab Any weapons used by this fighter with the Melee trait also gain the Backstab trait. If they already have this Trait, add 2 to the attack’s Strength rather than the usual 1 when the Trait is used. :::danger Optional House Rule If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist When this fighter makes a Retreat (Basic) action, add 2 to the result of their Initiative test (a natural 1 still fails). Additionally, if this fighter is Captured at the end of a battle, and if they are equipped with a skinblade, they may add 1 to the result of the dice roll to see if they can escape during the Rescue Mission scenario. ### 3. Evade If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range. ### 4. Infiltrate If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off. :::danger Optional House Rule Infiltrate can break many scenarios. In those cases, make 2 move actions before the 1st round instead. ::: ### 5. Lie Low While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon’s Short range. Weapons that do not have a Short range are unaffected by this rule. ### 6. Overwatch If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy model’s action as soon as it is declared but before it is carried out. This fighter loses their Ready marker and then immediately makes a Shoot (Basic) action, targeting the enemy whose action they have interrupted. If the enemy is Prone and Pinned or Seriously Injured as a result, their activation ends immediately and their action(s) are not made. ## Driving ### 1. Jink Once per round, when their vehicle is hit by an attack, this crew may attempt to make a special Jink save which cannot be modified by a weapon’s Armour Piercing value. Roll a D6. On a roll of 6+, the crew’s quick reactions enable them to jerk the controls and avoid the attack. The hit is ignored. ### 2. Expert Driver When this crew’s vehicle makes a Loss of Control test, add 1 to the result. ### 3. Heavy Foot Once per round, when this crew’s vehicle performs either a Move (Simple) or a Ram (Double) action, the vehicle may increase its Movement characteristic by D3". However, doing so is not without risks. If a natural 1 is rolled, the vehicle suffers a single Glancing Hit to its Engine. ### 4. Slalom Once per round, when this crew’s vehicle performs a Move (Simple) action, it may make an additional turn of up to 45° at any point before, during or after its move. ### 5. T-Bone If this crew’s vehicle has a Head-on Collision with another vehicle or terrain feature, this vehicle may add D3 to its Front Toughness characteristic until the collision is fully resolved. ### 6. Running Repairs If, when making a Handling test to Restart this crew’s vehicle whilst it is Stationary and Stalled, a natural 6 is rolled, this driver has not only Restarted the vehicle but repaired some minor damage. The vehicle regains one lost Hull Point. ## Ferocity ### 1. Berserker When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice. ### 2. Fearsome If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately. ### 3. Impetuous When this fighter consolidates at the end of a close combat, they may move up to 4", rather than the usual 2". :::danger Optional House Rule If eligible, can both Coup de Grace and Consolidate (2") after a Fight action. ::: ### 4. Nerves Of Steel When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned. ### 5. True Grit When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose one dice to discard before the effects of the other are resolved. ### 6. Unstoppable Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence When this fighter activates to make a group activation, they may include one more fighter than normal as part of the group (i.e., a Champion could activate two other fighters instead of one, and a Leader could activate three). This skill cannot be gained by a vehicle and, if randomly selected, a new skill is randomly selected. ### 2. Inspirational If a friendly model within 6" of this model fails a Cool test, make a Leadership test for this model. If the Leadership test is passed then the Cool test also counts as having been passed. ### 3. Iron Will Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield and is not Prone and Seriously Injured or Wrecked. ### 4. Mentor Make a Leadership test for this model each time another friendly model within 6" gains XP. If the test is passed, the other model gains an additional XP. ### 5. Overseer If the model is Standing and Active or Mobile, they can attempt to make the following action: **Order (Double):** Make a Leadership test for this model. If the test is passed, pick a friendly fighter within 6". That fighter can immediately make two actions as though it were their turn to activate, even if they are not Ready. If they are Ready, these actions do not remove their Ready marker. ### 6. Regroup If this model is Standing and Active or Mobile at the end of their activation, the controlling player may make a Leadership test for them. If this test is passed, each friendly model that is currently subject to the Broken condition and is within 6" immediately recovers from being Broken. ## Savant ### 1. Ballistics Expert When this model makes an Aim (Basic) action, make an Intelligence test for them. If the test is passed, they gain an additional +1 modifier to their hit roll. :::danger Optional house rule Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected This model can make a Trade action during the post-battle sequence, in addition to any other actions they make (meaning they could even make two Trade actions). They cannot do this if they are unable to make actions during the post-battle sequence. ### 3. Fixer In the Receive Rewards step of the post-battle sequence, as long as this model is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus. ### 4. Medicae This skill cannot be gained by a vehicle and if randomly selected, a new skill is randomly selected. This fighter may make the Treat Wounds (Basic) action: **Treat Wounds (Basic):** Roll a D6. On a 3+ a friendly fighter within 1" either regains a lost Wound or loses a Flesh Wound (controlling player’s choice). ### 5. Munitioneer Whenever an Ammo test is failed for this model, or another model from their gang within 6", it can be re-rolled. ### 6. Savvy Trader When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits. ## Shooting ### 1. Fast Shot This model treats the Shoot and the Fire All actions as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter If this model uses the Twin Guns Blazing rule to attack with two weapons with the Sidearm trait, they do not suffer the -1 penalty to their hit rolls and can, if they wish, target a different enemy model with each weapon with the Sidearm trait. ### 3. Hip Shooting If the model is a vehicle, it treats the Move & Shoot action as (Simple) rather than (Basic) as long as it does not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). If the model is a fighter and is Standing and Active, they can make the following action: **Run and Gun (Double):** The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapon. The hit roll suffers an additional -1 modifier, and Unwieldy weapons can never be used in conjunction with this skill. :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 4. Marksman The model is not affected by the rules for Target Priority. In addition, if the hit roll for an attack made by the model with a ranged weapon (that does not have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage is doubled (if they are firing a weapon with the Rapid Fire trait, only the Damage of the first hit is doubled). ### 5. Precision Shot If the hit roll for a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and no armour save can be made. ### 6. Trick Shot When this model makes ranged attacks, they do not suffer a penalty for the target being engaged or in partial cover. In addition, if the target is in full cover, they reduce the penalty to their hit roll to -1 rather than -2. :::danger Optional house rule Apply +1 modifier to any ammo tests. :::
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# Skills _Source: Necromunda Core Rulebook (2023)_ This section presents the full list of universal skills available to models. This section is split into nine lists, one for each Skill Set. Each entry lists the skill by name, and then its rules. Note that crew can only gain skills from the Driving, Leadership, Shooting and Savant sets. :::note ### Universal Skills and Gang Specific Skills A number of gangs also their own unique set of skills that they have access to. These are listed in [Gang-Specific Skills](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills). ::: The following two tables summarise each of the Skill Sets, and can be used (by rolling a D6) to determine a random skill from one of the Skill Sets: | D6 | Agility | Brawn | Combat | Cunning | Driving | | :-: | :-------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | :------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist) | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt) | [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry) | [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) | [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | | D6 | Ferocity | Leadership | Savant | Shooting | | :-: | :---------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | | 1 | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) | | 2 | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | [Connected](/docs/gang-fighters-and-their-weaponry/skills/#2-connected) | [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter) | | 3 | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | | 4 | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | | 5 | [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | | 6 | [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | ## Agility ### 1. Catfall When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up. In addition, if they are not Prone and Seriously Injured or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain Standing rather than being Prone and Pinned. :::danger Optional House Rule When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder. :::danger Optional House Rule Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter ### 4. Mighty Leap When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means that a fighter with this skill may leap over gaps of 2" or less without testing against their Initiative. All other rules for leaping over gaps still apply. ### 5. Spring Up If this fighter is Prone and Pinned when they are activated, make an Initiative test for them. If the test is passed, the fighter may make a Stand Up (Basic) action for free. If the test is failed, the fighter may still stand up, but it costs one action, as usual. ### 6. Sprint If this fighter makes two Move (Simple) actions when activated during a round, they can use the second to Sprint. This lets them move at double their Movement characteristic for the second Move (Simple) action. ## Brawn ### 1. Bull Charge When the fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback trait and are resolved at +1 Strength. ### 2. Bulging Biceps This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry. ### 3. Crushing Blow Before rolling to hit for the fighter’s close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling for a weapon with the Sidearm trait. If that dice hits, the attack’s Strength and Damage are increased by one. ### 4. Headbutt If the fighter is Standing and Engaged, they can make the following action: **Headbutt (Free):** Pick an enemy fighter engaged by, and in base contact with, this fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter’s +2, resolved at Damage 2. However, if both dice score lower than the enemy fighter’s Toughness, this fighter instead suffers a hit equal to their own Strength, resolved at Damage 1. ### 5. Hurl If the fighter is Standing and Engaged, they can perform the following action: **Hurl (Basic):** Pick an enemy fighter engaged by and in base contact with this fighter, or a Prone and Seriously Injured enemy fighter within 1" of this fighter. Make an Initiative test for the enemy fighter. If failed, the enemy fighter is hurled. Move the enemy fighter D3" in a direction of your choice – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter, vehicle or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another model, that model also suffers a Strength 3, Damage 1 hit, and if the model is a fighter, they become Prone and Pinned. This action can also be performed for free after successfully performing a Charge (Double) action instead of a free Fight (Basic) action. ### 6. Iron Jaw This fighter’s Toughness is treated as being two higher than normal when another fighter attacks them in close combat with a weapon with an AP characteristic of -. ## Combat ### 1. Combat Master The fighter never suffers penalties to their hit rolls for interference, and can always grant assists, regardless of how many enemy fighters they are engaged with. ### 2. Counter-Attack When this fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker’s Attacks that failed to hit (whether they missed, were parried, etc). ### 3. Disarm Any weapons with the Melee trait used by the fighter also gain the Disarm trait. If a weapon already has this Trait then the target will be disarmed on a natural roll of a 5 or 6, rather than the usual 6. ### 4. Parry The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with this Trait, they can parry one additional attack. ### 5. Rain Of Blows This fighter treats the Fight action as Fight (Simple) rather than Fight (Basic). In other words, this fighter may make two Fight (Simple) actions when activated. :::danger Optional House Rule Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative test for them. If the test is passed, the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them. ## Cunning ### 1. Backstab Any weapons used by this fighter with the Melee trait also gain the Backstab trait. If they already have this Trait, add 2 to the attack’s Strength rather than the usual 1 when the Trait is used. :::danger Optional House Rule If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist When this fighter makes a Retreat (Basic) action, add 2 to the result of their Initiative test (a natural 1 still fails). Additionally, if this fighter is Captured at the end of a battle, and if they are equipped with a skinblade, they may add 1 to the result of the dice roll to see if they can escape during the Rescue Mission scenario. ### 3. Evade If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range. ### 4. Infiltrate If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off. :::danger Optional House Rule Infiltrate can break many scenarios. In those cases, make 2 move actions before the 1st round instead. ::: ### 5. Lie Low While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon’s Short range. Weapons that do not have a Short range are unaffected by this rule. ### 6. Overwatch If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy model’s action as soon as it is declared but before it is carried out. This fighter loses their Ready marker and then immediately makes a Shoot (Basic) action, targeting the enemy whose action they have interrupted. If the enemy is Prone and Pinned or Seriously Injured as a result, their activation ends immediately and their action(s) are not made. ## Driving ### 1. Jink Once per round, when their vehicle is hit by an attack, this crew may attempt to make a special Jink save which cannot be modified by a weapon’s Armour Piercing value. Roll a D6. On a roll of 6+, the crew’s quick reactions enable them to jerk the controls and avoid the attack. The hit is ignored. ### 2. Expert Driver When this crew’s vehicle makes a Loss of Control test, add 1 to the result. ### 3. Heavy Foot Once per round, when this crew’s vehicle performs either a Move (Simple) or a Ram (Double) action, the vehicle may increase its Movement characteristic by D3". However, doing so is not without risks. If a natural 1 is rolled, the vehicle suffers a single Glancing Hit to its Engine. ### 4. Slalom Once per round, when this crew’s vehicle performs a Move (Simple) action, it may make an additional turn of up to 45° at any point before, during or after its move. ### 5. T-Bone If this crew’s vehicle has a Head-on Collision with another vehicle or terrain feature, this vehicle may add D3 to its Front Toughness characteristic until the collision is fully resolved. ### 6. Running Repairs If, when making a Handling test to Restart this crew’s vehicle whilst it is Stationary and Stalled, a natural 6 is rolled, this driver has not only Restarted the vehicle but repaired some minor damage. The vehicle regains one lost Hull Point. ## Ferocity ### 1. Berserker When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice. ### 2. Fearsome If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately. ### 3. Impetuous When this fighter consolidates at the end of a close combat, they may move up to 4", rather than the usual 2". :::danger Optional House Rule If eligible, can both Coup de Grace and Consolidate (2") after a Fight action. ::: ### 4. Nerves Of Steel When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned. ### 5. True Grit When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose one dice to discard before the effects of the other are resolved. ### 6. Unstoppable Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence When this fighter activates to make a group activation, they may include one more fighter than normal as part of the group (i.e., a Champion could activate two other fighters instead of one, and a Leader could activate three). This skill cannot be gained by a vehicle and, if randomly selected, a new skill is randomly selected. ### 2. Inspirational If a friendly model within 6" of this model fails a Cool test, make a Leadership test for this model. If the Leadership test is passed then the Cool test also counts as having been passed. ### 3. Iron Will Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield and is not Prone and Seriously Injured or Wrecked. ### 4. Mentor Make a Leadership test for this model each time another friendly model within 6" gains XP. If the test is passed, the other model gains an additional XP. ### 5. Overseer If the model is Standing and Active or Mobile, they can attempt to make the following action: **Order (Double):** Make a Leadership test for this model. If the test is passed, pick a friendly fighter within 6". That fighter can immediately make two actions as though it were their turn to activate, even if they are not Ready. If they are Ready, these actions do not remove their Ready marker. ### 6. Regroup If this model is Standing and Active or Mobile at the end of their activation, the controlling player may make a Leadership test for them. If this test is passed, each friendly model that is currently subject to the Broken condition and is within 6" immediately recovers from being Broken. ## Savant ### 1. Ballistics Expert When this model makes an Aim (Basic) action, make an Intelligence test for them. If the test is passed, they gain an additional +1 modifier to their hit roll. :::danger Optional house rule Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected This model can make a Trade action during the post-battle sequence, in addition to any other actions they make (meaning they could even make two Trade actions). They cannot do this if they are unable to make actions during the post-battle sequence. ### 3. Fixer In the Receive Rewards step of the post-battle sequence, as long as this model is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus. ### 4. Medicae This skill cannot be gained by a vehicle and if randomly selected, a new skill is randomly selected. This fighter may make the Treat Wounds (Basic) action: **Treat Wounds (Basic):** Roll a D6. On a 3+ a friendly fighter within 1" either regains a lost Wound or loses a Flesh Wound (controlling player’s choice). ### 5. Munitioneer Whenever an Ammo test is failed for this model, or another model from their gang within 6", it can be re-rolled. ### 6. Savvy Trader When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits. ## Shooting ### 1. Fast Shot This model treats the Shoot and the Fire All actions as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter If this model uses the Twin Guns Blazing rule to attack with two weapons with the Sidearm trait, they do not suffer the -1 penalty to their hit rolls and can, if they wish, target a different enemy model with each weapon with the Sidearm trait. ### 3. Hip Shooting If the model is a vehicle, it treats the Move & Shoot action as (Simple) rather than (Basic) as long as it does not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). If the model is a fighter and is Standing and Active, they can make the following action: **Run and Gun (Double):** The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapon. The hit roll suffers an additional -1 modifier, and Unwieldy weapons can never be used in conjunction with this skill. :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 4. Marksman The model is not affected by the rules for Target Priority. In addition, if the hit roll for an attack made by the model with a ranged weapon (that does not have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage is doubled (if they are firing a weapon with the Rapid Fire trait, only the Damage of the first hit is doubled). ### 5. Precision Shot If the hit roll for a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and no armour save can be made. ### 6. Trick Shot When this model makes ranged attacks, they do not suffer a penalty for the target being engaged or in partial cover. In addition, if the target is in full cover, they reduce the penalty to their hit roll to -1 rather than -2. :::danger Optional house rule Apply +1 modifier to any ammo tests. :::
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