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Be true to your clan, honour your house and
obey your superiors; for you live beneath the
spire, workers at the bottom and God-Emperor
above all.
Faith is the fuel that powers the great hive cities
like promethium coursing through the veins of
a great machine. All souls who toil under the
Aquila must have faith, for without it they are
nothing. Faith in the factorum, where men and
women pray before the altar of industry. Faith
in the hab that shelters and nourishes the weak
human form so it might work another cycle. Faith
in the clan masters that they might see fit in their
eternal wisdom to protect all from the greed of
the wicked and the hatred of the unclean. And
finally, faith in the line of Helmawr, who stands
above us, who is the protector of the world, the
guardian of the hive cities and the representative
of the Emperor Himself upon Necromunda.
Only the followers of the Redemption fully
understand this truth, for without faith a worker
is nothing more than a hollow machine, damned by
their ignorance.
CONTENTS
House Cawdor History & Background ............................ 5
House Cawdor Gang List.............................................. 27
Campaign Play & Skirmish Play .............................. 27
Fighter Names, Categories and Types ................... 27
Gang Composition .................................................. 27
Weapons and Wargear ........................................... 28
Fighter Cards & Gang Roster.................................. 28
Equipment Sets ...................................................... 28
Death of a Leader................................................... 29
Gang Alignment ...................................................... 30
Cawdor Word-Keeper.............................................. 32
Redemptor Priest.................................................... 34
Cawdor Firebrand ................................................... 36
Redemptionist Deacon........................................... 38
Cawdor Brethren..................................................... 40
Redemptionist Brethren ......................................... 42
Bonepicker ............................................................. 44
Zealot...................................................................... 46
Exotic Beasts................................................................ 48
Sheen Bird .............................................................. 49
Cherub-servitor....................................................... 50
Hangers-on and Brutes ................................................ 54
Hive Preacher ......................................................... 56
Flagellator ............................................................... 57
Rogue Docs ............................................................ 58
Gang Lookout and Dome Runner ........................... 59
Ammo-jacks ............................................................ 60
Slopper ................................................................... 61
Cawdor Stig-shambler ............................................ 62
Luther Pattern Excavation Automata ...................... 64
‘Jotunn’ H-Grade Servitor Ogryn............................. 66
Hired Guns ...................................................................
Hive Scum...............................................................
Bounty Hunters.......................................................
House Agents .........................................................
69
70
72
74
Strong Alliances............................................................ 78
Making an Alliance ................................................. 79
Allies of House Cawdor........................................... 80
Rogue Factoria ....................................................... 83
House Ko’iron ......................................................... 84
Corpse Harvesting Party ........................................ 86
Factoria Work Gangs .............................................. 88
House Ko’iron Ministorum Delegation ................... 90
Additional Rules............................................................ 92
Cawdor House Favours .......................................... 93
Cawdor Sub-plots ................................................... 94
Piety Skills............................................................... 96
Articles of Faith....................................................... 97
Cawdor Terrain ..................................................... 106
House Cawdor Scenarios........................................... 109
Righteous Crusade ............................................... 110
Test of Faith.......................................................... 112
Weapon Reference Chart........................................... 120
Armour ........................................................................ 124
Equipment .................................................................. 126
Weapon Traits............................................................. 129
House Cawdor Gang Tactics ...................................... 133
Dramatis Personae
Klovis the Redeemer .............................................. 51
Deacon Malakev..................................................... 53
The Headsman, House Cawdor Executioner..........76
Rattus Tatterskin .................................................... 77
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>>> Subject: Event log shift 742b of the year of Him of Terra 996.M41.
>>> Conduit Necro-vox TCB120.
>>> Thought for the Day: Faith is the food of the Imperium.
Subjects of Lord Helmawr, heed now the voice of Necromunda!
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Subjects of Necromunda are reminded that when you look upon the face of the
Great Horologium, you are looking upon the face of the God-Emperor! In its clicking
numerical cogs and in its start and end cycle sirens, you will hear his voice, and in the
crimson warning lights of a quota not met, shall you know his wrath.
The Imperial Creed exists to protect the Emperor’s subjects from dangerous thoughts
and an uncaring universe. Mighty is the Imperium of Mankind that has seen fit to visit
the glory of the God-Emperor upon Necromunda and shine a light into the darkness
of your minds. Remember, the Imperial Creed is there to answer any questions you
might have about your place in the universe – and think so you don’t have to.
By order of the Ministorum, in its ceaseless efforts to safeguard the souls of all
Necromundans, subjects must adhere to the tenets of the faith. The worship of
anything other than the God-Emperor (or the spirit of the God-Emperor as it pertains
to the running of your factorum), dealing with aliens, mutants or suspected heretics,
and the wearing of non-sanctioned head gear (see sub-section 2Y46b of the
Ecclesiastical Guidebook of Necromunda) is strictly prohibited.
The Imperial Creed looks gladly upon sanctioned violence between honest gang
members and encourages an increase in all gang-related warfare quotients. Only
through adversity does humanity thrive, and only in death will the Emperor bless you.
Extremist elements within the so-called Redemptionist Crusades will not be tolerated.
While the Imperial House respects the efforts of the Redemptors in keeping mutant
and outcast populations down, and praises their creative use of promethium-based
weaponry in doing so, it will not sanction anything that threatens the function of
the hive. To this end, any Redemptors found doing the Emperor’s work in Hive City
will politely be asked to return to the underhive where they belong. They will not be
asked twice.
Subjects are reminded – once again – that the End Times are not upon us. As terrible
as things might seem, don’t forget, they can always get much, much worse.
DEACON EURIUM PAYNE
FOLLOWERS OF KLOVIS
HOUSE CAWDOR REDEMPTIONIST
HOUSE
CAWDOR
HISTORY &
BACKGROUND
HOUSE CAWDOR
‘How can we know the glory of the God-Emperor without knowing his pain?’
Baldrin the Callow, House Cawdor Word-Keeper
Faith; in all of Necromunda there are few weapons
as dangerous or as enduring. Nothing yet created
by the Noble Houses compares to the damage faith
has done to their people, and nothing in the entire
hive world unites its inhabitants so surely. Even the
fear of Lord Helmawr and the Imperial House cannot
compete with true faith, and it is in this that House
Cawdor’s power lies. All the other Clan Houses and
Noble Houses are built upon alliances, the exchange of
wealth, and obligation; their roots tied inexplicably to
the industry of the hive world. Though House Cawdor
shares in this industry, it is not defined by it. Rather,
where most count credits each cycle to measure the
worth of their subjects, the people of Clan Cawdor
consider themselves strong so long as their faith
remains strong. This has saved Cawdor from extinction
where so many other Clan Houses have succumbed
to the march of time or the ebb and flow of production
quotas. For even while Cawdor languishes beneath
its peers in terms of wealth and military might, it has
never been poor in its beliefs.
From the outside, other Necromundans see House
Cawdor as bonepickers, scavengers and beggars, little
better than the hive rats that plague their holesteads.
Only the mantle of being born of a Clan House elevates
them above the clanless masses or the serf class,
though most self-respecting subjects of Lord Helmawr
will not deal with them. However, they do perform
a vital role within hive society, picking through the
refuse and cast-offs of the factoria, so that nothing
might go to waste. If this were the only thing they were
known for, Clan Cawdor might be better accepted by
their peers. As it is, few can think of the Clan House
without thinking of the faith that drives them. And they
are not mistaken in this belief, for on Necromunda,
Clan Cawdor and the Redemptionist faith are one and
the same.
THEREDEMPTIONISTCRUSADE
THE HISTORY OF HOUSE CAWDOR
The creed of the Redemption derives from the
mainstream Imperial Cult of the Ecclesiarchy. This
galaxy-spanning orthodoxy worships the Emperor as a
divine entity, the supreme being whose very existence
proves the manifest destiny of Mankind to rule the
galaxy. The Redemptionist sect believes that humanity
has fallen from the path of righteousness decreed by
the Emperor and that the sins of Mankind will drown
the human race in filth and depravity. As long as
humanity is unable to control its sinful nature, it will not
be able to unite and conquer the stars as the Emperor
truly wishes them to. Sin must be purged from all by
fire, blood and faith.
Before the Redemption consumed Clan Cawdor, the
House, such as it was, consisted of little more than
criminals and beggars infesting the lower levels of the
hives and eking out an existence as best they could.
For centuries they remained beneath the notice of the
other Houses, their role in Necromunda that of carrion
creatures, feeding on the cast-off scraps of industry, or
gnawing away at the carcasses of dead factoria. In this
time, charismatic leaders rose up among the Cawdor
and tried to unite the people, but without a guiding
principle all were doomed to fail. This would change
at the end of the 39th Millennium when the Cult of the
Redemption was born on Necromunda.
Sin comes in many forms: drinking, gambling, lying,
cheating, profanity, lechery, and shooting innocent,
hardworking folk like Redemptionists. The worst sinners
of all are mutants and witches, the spawn of evil, and
the second worst are the heretics who tolerate sin and
refuse to heed the word of redemption.
THE ROAD TO REDEMPTION
To most underhivers, to most hive citizens for that
matter, the Imperial Creed is an expensive luxury – a
code they can ill afford to worry about if it runs the
risk of preventing them doing what they must to get
by, to survive. Conversely, the rich and privileged of
the spire see the creed as a restrictive set of beliefs
which, if obeyed fully, would prevent them enjoying their
wealth and opportunity in the excessive, depraved,
irresponsible and unaccountable manner they believe
they should be entitled to. All in all, while the Imperial
Creed may be, in theory, a set of beliefs laid down for
all Mankind to follow, the reality of life on Necromunda
is often far removed from its teachings.
House Cawdor, however, views the creed rather more
fondly. The daily rigours of life in the hive have taught
the members of the Clan House that instead of ignoring
the creed in order to do as they must, they should
cling to it as their only hope of salvation, as much out
of desperation and hopelessness as anything else.
They take the creed’s every word as undeniable truth,
rigorously observing every obedience required of them,
and following its strictures to the point of obsession.
For the most part, the strict adherence observed by the
Cawdor is regarded warily by other hivers. For most,
their sermons fall upon deaf ears, though there is no
shortage of desperate individuals on Necromunda,
and for every dozen hivers who turn their back upon
the faith, there is one who sees their salvation in
its embrace.
Though the truth has long been obfuscated by time
and the tireless work of the Cawdor thanes and their
Word-Keepers, the origins of the faith can be traced
back to one man – Encorderius Brayne, founding father
of the Redemption. According to the official accounts of
Brayne he was a factorum worker, a simple member of
the drudging classes working in the depths of hive city.
A diligent and pious soul, he despaired at the suffering
of his fellow workers and the greed of the Noble
Houses that had consigned them to their fate. Often,
it is said, Brayne would gather with his fellow drudges
in the dark of the last night cycle and tell them how he
believed it was not only the nobles of the hive who had
lost their way, but the workers themselves who, in their
ignorance and complacency, had wandered far from
the light of the Emperor. The official story then goes
on to say how one day, when he fell into the workings
of one of the factorum’s great machines, Brayne was
saved from death by a blinding light and how, on that
day, he knew the Emperor had personally chosen him
to lead the people of Necromunda to salvation. By all
accounts, Brayne then overcame countless trials and
obstacles, leading his people down into the underhive
where the first cults of the Redemption could form and
from there spread out across the hive world until no
corner of the blighted planet remained untouched.
Unofficially, there are many other stories about
Brayne and his cult, some that paint him in a less
than glorious light. These range from Brayne being a
Cawdor gang leader who took a round in the head and
‘found’ religion, to Brayne being a con man cast out
from the spire who conceived the whole ‘Redemption’
thing to fuel his gambling habits. Understandably,
House Cawdor considers Brayne a saint and takes a
less than friendly view of those who cast about such
lies – usually ensuring the teller of such a tale doesn’t
live to recount it twice. Regardless of the true origins
of Brayne and his cult, now more than two thousand
years lost to history, the rise of the Redemption that
he spawned is well documented.
Within House Cawdor, the influence of the
Redemption did not begin all at once. Since
becoming a Clan House only a few centuries before,
their wealth built upon the refuse of Necromunda,
the Cawdor had been struggling. Embroiled in an
on-again off-again war with House Orlock over the
difference between ‘mining’ and ‘scavenging’, the
House, though numerous, was weak in almost
every way that counted. Only a few of the Noble
Houses had seen fit to grant House Cawdor territory
rights or contracts, and even the Merchant Guild
considered them largely beneath their notice.
The nobles of House Cawdor bickered amongst
themselves, control of the criminal gangs and
scrap-lords of the clan proving difficult for a
single ruler to manage. Across Necromunda,
in the first centuries of the 40th Millennium,
Redemptionist cults sparked to life and died
out just as swiftly, like embers cast from a raging
fire. His power weakened by the plots of his rivals,
Aornath VI, the then First Noble of the Cawdor Clan,
saw the Redemption as a means to exert his control
over House Cawdor and actively encouraged the
faith. He even renamed himself Thane of Cawdor,
giving the title religious meaning within the structure
of the Redemption and appointed himself as the
head of the faith on the hive world. For the briefest
of times (as measured by the ponderous history
of Necromunda), Aornath’s plan worked and the
faith unified House Cawdor like nothing had in its
history, and in the space of a few short decades
Cawdor’s population and fortunes increased many
fold. Aornath was to be undone by the very teachings
he had embraced, his own people accepting that
their own salvation lay with sacrifice to the GodEmperor and not the masters of the hive. Aornath
lived only long enough to see his role usurped by
pious beggars and nobles far more savvy in the ways
of the faith than he. From the depths of the Clan
House, workers rose up to become Word-Keepers –
the illiterate priests and holy men of the faith – while
the shadow of the Noble House Ko’iron, greatest
ally of the Ecclesiarchy on Necromunda, consumed
the upper echelons of House Cawdor. In some
hives, the old ways of the clan endured for a time
but, before the millennium was half done, House
Cawdor had become the House of Faith.
BROTHER TORGUN
DISCIPLES OF THE BURNING BRAND
HOUSE CAWDOR REDEMPTIONIST
THE HOUSE OF
REDEMPTION
Since the birth of Brayne’s cult and Aornath’s
fateful decision to embrace it, there have been
dozens of Thanes, each with their own agendas
and plots. Those that came directly after
Aornath, such as Gaebral the Willful or Aornath
VX, great grandson of Aornath VI, believed the
rhetoric laid down by the first Thane. Some, such
as Gaebral, actually believed if they listened hard
enough, they could hear the whispered words of
the Emperor in their head. These men furthered
the faith throughout the 40th Millennium, acting
as devout patriarchs and sending forth their
servants to bring the faith to every part of
Necromunda. In this time the Palace of Bones
was first set down, its foundations built upon an
ancient Cawdor furnace dome in the heart of
hive city. ‘Holy’ relics from across the hive world
were gathered, and Redemptionists throughout
Necromunda considered it the blessed heart of
their religion.
Later, as the 40th Millennium gave way to the
41st Millennium, the Thanes and their advisors
became cannier in their control of the Clan
House. By this time, the Noble House Ko’iron
was heavily involved in the fortunes of House
Cawdor and its influence and the influence of
its own brand of the Imperial Creed could be
felt. Thanes like Vextrum and Hester became
revered names in the first centuries of this
millennium, their refinement of the Holy Book
of Brayne effective in changing the structures
of the House. Vextrum had scribes translate
the Holy Book of Brayne into all the languages
of Necromunda and in doing so defined what it
was to be a Word-Keeper. He stipulated the Ten
Words of the Faith, something Word-Keepers
even today adhere to, often cutting one or more
of the ten holy words into their flesh so as to be
closer to the God-Emperor. Hester is most wellknown as the author of the Six Hundred Torments
of Brayne, an accounting of the trials endured by
Brayne during his journey through the underhive.
Redemptor Priests have long used this tome as
the basis for their tortures – it being sound logic
that if a heretic can experience the pain of the
saint then their soul will be saved.
MARTYRED WORD-KEEPER
HOUSE CAWDOR
This ratification of the faith has not been without
its setbacks. The rise of the Redemptionist creed
on Necromunda was, and still is, seen as a threat
to many of the Noble and Clan Houses alike, and
efforts have been made to bring it to heel. Perhaps
the most famous of these was during the time of
Thane Spriggan in the middle centuries of the 41st
Millennium. For years the faith had been under attack
by the other Clan Houses who feared the spread of
Cawdor’s influence via this subsect of the Imperial
Creed. Though support for the Cult of the Redemption
was stronger than ever among the drudging classes
of many hives, clan masters and nobles placed
crippling sanctions upon Thane Spriggan’s industries,
costing the Clan House, and by extension the faith,
vast sums of wealth. The true blow came when an
alliance of Noble Houses convinced Lord Helmawr to
petition the Ecclesiarchy to declare the Redemption a
subversive cult and ban its practise on Necromunda.
This disastrous event, that may well have led to open
rebellion in many hives, was only averted by Spriggan
creating the Pax Redemtos. A now sacred document,
it promised the Imperial House that no member of
the Redemption would ever bear arms in the name of
the faith. Those who fought for the Clan House would
do so as warriors of Cawdor and any who openly
identified themselves as soldiers of the Redemptionist
THE SPLINTERED FAITH
To outsiders, the Redemption is a single, unified
religion, devoted to its universal vision of doom and
devotion to the God-Emperor. In reality, there are almost
as many variations of the faith as there are hives on
Necromunda, each one with its own unique perspective
on the true path to divinity. Of these myriad paths,
most fall into three broad categories: Zealots embody
a frenzy of faith; the Doomed relish the death of all
things; and Redeemers see it as their duty to purify the
souls of the faithless. Among the Zealots are cults such
as the Red Walk who have an abiding love of chain
weapons and the spilling of blood, the Disciples of the
Burning Brand who likewise favour burning everyone
and everything, and the Children of the Blessed
Day who continually mutter prayers as they butcher
their enemies.
Of the Doomed, well-known cults include the Forsaken
Truth who believe everything Mankind knows is a lie,
the Scions of the Void who cut out their tongues so they
might know the despair of silence, and the Cult of the
True Resurrection who believe only with the death of
the God-Emperor can Mankind be reborn.
Crusade would hereafter be declared outlaws. It is a
law that divided the fighters of Clan Cawdor, but one
that ultimately preserved the House of Faith.
By the time Lord Mormaer, the current Thane of
Cawdor, took control of House Cawdor, the work of
those before him was done. Time-honoured rituals
stipulated everything from the correct means of eating
one’s corpse-starch rations to how one should get in
and out of a hab bunk – lest the God-Emperor think
the worker too prideful or ignorant of the glory of
the Imperial Creed. Though the industries of Cawdor
remain largely unchanged since those first centuries
of its existence, faith runs deep within its ranks. As the
41st Millennium grinds to a close, Lord Mormaer rules
over a religious empire that stretches out across the
world and beyond. The Noble and Clan Houses alike
tread with care around the Cawdor and, while they
might mock its poverty and piety in secret, they do not
question its power. Perhaps most terrifying of all for
the rest of Necromunda is that even if House Cawdor
were to be destroyed, the Redemption would live on,
and from its fires the House could be born again, no
matter how many times it was put to the sword – for
as the Cawdor know, Necromunda might die, but faith
burns eternal.
Finally, there are the Redeemers, inspired by an
enduring hatred of all enemies of humanity. These
include the Red Redemption, a crazed off-world cult
of firebrands, the Followers of Klovis who are inspired
by the great Redeemer himself and try to live up to
his example, and the Glorium Excrucium who excel at
torture and practise it as an art form.
Inevitably, these factions bicker and fight among
themselves, the Thane even playing them off against
each other to prevent any one cult growing too powerful.
When Clan Cawdor or the Redemption is threatened,
however, they are quick to band together against an
external threat, united in their hatred.
And it is not just these major sub-faiths that define and
divide House Cawdor. Each gang is almost a faith unto
itself, their Word-Keepers holding their own specific set
of beliefs based upon some interpretation of some text
or a particular telling of one of the house scriptures.
This often leads to continuous internecine warfare
between Cawdor gangs as each tries to prove itself
more pious than the next, blood often being spilt over
how one gang pronounces the word ‘Cawdor’ or which
hand they use to load their bullets with.
HOUSE CAWDOR TIMELINE
LORDS OF THE CLANLESS
The impoverished families who would one day rise to become House Cawdor begin
their journey as scavengers, relic hunters and beggars; their people relegated
to the lowest levels of the hives. In these early centuries of their existence, the
shadow of their true purpose would show itself, and the first embers of faith would
ignite, ready to be fanned into flames by the arrival of the Redemption.
SCUM OF NECROMUNDA
The name Cawdor is a curse upon the lips of respectable subjects across
Necromunda. In this time wretched villains such as Jorth Cawdor the One-footed,
Cramm Cawdor the Unwashed and the Rat-whisperer (who everyone agrees was
probably a Cawdor) plague Hive Primus with their crimes.
REBELLION IN TWO TUNNELS
Fulmun Cawdor, a bone doc from Port Mad Dog, inadvertently starts an uprising in
Two Tunnels after spending a single drunken night there. A talented orator, Fulmun
manages to convince a crowd to turn upon their own homes after he points out
what a horrific pile of refuse filled with the lowest sort of person their miserable
shanty town actually is.
THE SCRAP KING
The so-called Lord Cawdor amasses a court in the underhive, from which he claims
rulership of the lower reaches of Hive Primus. For a dozen cycles, supplicants
come to pay their tribute to the King in Rags, entranced by his force of will and
divine purpose, until he mysteriously disappears. Some say he was called to the
Emperor’s side, others that he finally fell (or more likely was pushed) down that
huge hole in the floor next to his throne.
FOLLY OF DAYS
Mitium Ulanti builds the Folly of Days at the base of the spire in Hive Primus, an
eyesore of a structure with no business existing. Upon Mitium’s death, the Noble
House quietly abandons the folly, allowing Cawdor families to slowly creep in. For a
long time, the people of Cawdor claim the folly as their own – like vermin nesting at
the very feet of the noble families.
PLAGUE RIDDEN
The Grey Shivers assails Hive Temenos and thousands of its inhabitants linger
at the edge of death. Somehow immune, Cawdor families tend to the sick, while
spreading their strange scrap faiths and robbing the dead.
THE GREAT COLLAPSE
A hive quake causes one of the many sub-spires of hive city to break away from
Hive Primus to hang out over the wastes like a broken limb. Hundreds of thousands
die when the hive shell is broken and, as always, the Cawdor are there first to pick
through the ruins. It is during this time that the Cawdor gain House status, their
wealth built upon the dead.
RISE OF THE REDEMPTION
The Cult of the Redemption sweeps across Necromunda and draws out the faithful
of the Imperial Creed from the great hive cities. The hopeless, desperate and
pitiable are especially taken by its teachings, and none more so than the people
and leaders of House Cawdor, who embrace the doom espoused by its preachers
with a single-minded devotion.
BRAYNE’S CULT
In an unstoppable tide, the Redemption boils up from the depths of Hive Primus
and spreads out across Necromunda. Some of the original followers of Encorderius
Brayne are among those who make the march to Temenos Hive, though they speak
nothing of the true origins of the cult.
BLESSED ONES
The first Word-Keepers arise from the Cawdor as the teachings of the Redemption
reshape the Clan House. Where once patriarchs, matriarchs and powerful
criminals ran things, now faith is the only currency in which the people of House
Cawdor trade.
LANDS OF REFUSE
House Cawdor finds faith a far more potent recruiting tool than coin and, as
its influence spreads across Necromunda, it moves into the great, abandoned
wilderness of the Spoil. Here among the refuse, the Clan House builds an empire to
rival that of the Orlock miners.
A HOLY QUEST
Thane Hormoth III embarks on a quest to the great divide between the Dust Sea
and the ruins of Hive Bellium after a ‘vision’ from the Emperor tells him to dig in
the dead earth of Necromunda at this spot. After an eventful journey, and the loss
of hundreds of his followers, Hormoth reaches the location to unearth a strangely
glowing bone fragment (said to be from Saint Valdorus) that he proudly wears
around his neck until he dies mysteriously soon after.
THE ECUMENICAL WARS
Sub-cults form within House Cawdor which disagree as to the interpretation of
the teachings of Encorderius Brayne. Often these ‘discussions’ turn violent, such
as when the followers of the Glorium Excrucium start a fight with the Cult of the
Sacred Bone over how to admonish the faithless, the two sides each showing the
other first-hand how they think pain should be inflicted.
RED REDEMPTION
A splinter faith of the Redemption known as the Red Redemption returns to
Necromunda after gaining popularity off-world. Especially violent and devout, it
quickly becomes the favoured path for the most extreme members of the faith.
WARRIORS OF THE GOD-EMPEROR
Faith has taken root deep within House Cawdor, and its people now exist for a
single purpose – service to the God-Emperor through the Cult of the Redemption.
In this capacity, they are the blade of belief and the fire of the faith on Necromunda,
more violent and active than even the Ministorum itself in their efforts to uncover
and destroy the witch, the mutant and the heretic.
FIRES OF ROTHGOL
In a frenzy of faith, Cawdor gangs light massive fires throughout Hive Rothgol after
discovering House Escher to be using mutant labourers. In the ensuing chaos, the
other Clan Houses side with Cawdor, using the faithful to attack Escher holdings.
When the fires are finally brought under control, thousands of Cawdor have been
killed and the influence of the Escher is greatly diminished within the hive.
CRUSADE TO MORTIS
The Redemptor Priest Gibbit Norn, makes the outrageous claim that he will cleanse
Hive Mortis of sin and embarks on a crusade from Temenos Hive across the
wastes to the dead hive. Though thousands perish along the way, thousands more
stand with Gibbit as he assails Mortis, the locals welcoming fresh bodies for their
corpse farms.
THE EMPEROR’S MOUNTAIN
In the Great Equatorial Wastes, a wandering Word-Keeper comes across a
crumbling mesa bearing the likeness of the God-Emperor. The forsaken spire
of rock becomes a sacred site for the Clan House, and in its shadow is built the
shanty town of Divinity.
PURGE OF CARRION TOWN
Cassok Brick, leader of the Scrivener’s Brotherhood, is sent on a sacred mission
by the Thane of Cawdor to destroy the mutie settlement of Carrion Town – after the
Thane sees it marked on an ancient map. For years Cassok and his gang scour the
wastes looking for the settlement, raising countless possible ‘carrion towns’, before
finally returning to Hive Primus.
BLESSED BULLETS
The Redemptor Arms Emporium is founded by Jak Twice-blessed. It supplies
Cawdor fighters with the finest in divine armaments, ranging from knives carved
from the bones of ‘saints’ to bullets each engraved with its own personalised prayer
of hatred.
DAWN AND DUSK
House Cawdor establishes a temple to the Redemption in the upper reaches
of Gothrul’s Needle. It is dubbed the Temple of Dusk by the Thane, a mirror to
the Temple of Dawn that stands high up in Hive Primus, the two sacred sites
symbolising the Redemption’s dominion over all Necromunda.
FIRE AND FAITH
As the last century of the millennium draws towards its inevitable close, House
Cawdor’s long awaited vision of doom seems to be taking shape. Thanes rule over
zealous followers from their throne within the Palace of Bones, each more driven,
more devoted and more furious in their faith than their predecessors.
BLOOD OF MARTYRS
Helot cultists in thrall to the Ruinous Powers steal a vial of Saint Soronous’ blood
from the Cathedral of the Emperor Deified, sparking a massive war within the
underhive as the entirety of the hive’s Cawdor mobilise for its recovery. When at
last Cawdor gangs wrest the blood from the ruins of the Helot fane beneath Hive
Primus, they return it not to the cathedral as the Ministorum wishes, but into the
hands of the waiting Thane for ‘its own protection’.
KNIVES OF THE EMPEROR
Eylnn Noose, a rogue priestess of the Redemption, and her gang, the Knives of the
Emperor, make a name for themselves in the depths of Hive Temenos. Such is the
fury and strength Noose displays in battle, dozens of other Cawdor gangs join her,
abandoning their own leaders for a true devotee of the faith.
THE GREAT REDEMPTION
In an unpredicted act of contrition, Maxterius Fae, the Lord of House Ko’iron, offers
himself up to the Redemptor Priests of House Cawdor for ‘failing’ his people in their
faith. The other Noble Houses watch with horror as Maxterius is ritually scarred
with the icons of the Redemption, before rising anew as one of the true faithful and
taking his place once more at the head of his Noble House.
THE TRUE LORD MORMAER
Lord Mormaer becomes the Thane of Cawdor. His origins remain a mystery,
however, as he never removes his gilded mask or is seen outside the Palace of
Bones. A popular rumour has it that Mormaer was a follower of the Ashen Flame
Cult, who once led a Redemptionist gang out of Two Tunnels, though all members
of the cult have since burnt to death – apparently by their own hand.
THE END IS NIGH
The followers of the Redemption claim the Time of Ending is finally upon them
and a great darkness is about to engulf the Imperium. There is general unrest
throughout the hive cities, and countless splinter cults of the faith rise up in
violence – most locals ignore these crazed cultists; after all, they have been talking
about the end of the universe for centuries…
HOUSE STRUCTURE
‘Thane, then God-Emperor, and the Word of the Redemption above all.’
Second Commandment of the Book of Redemption
Much like a grubby reflection of the Adeptus Terra, the
structure of House Cawdor places the God-Emperor
at the pinnacle of a pyramid of power, master of all.
Unlike that vast and unimaginably powerful institution,
the clan does not then divide its agencies upon
seniority and connections to Holy Terra, but rather
solely by their devotion to the Redemption.
Faith is all in the Clan House, and it flows down from
the Emperor, through the Thane, and then via the
Word-Keepers, without regard for wealth or station in
the eyes of the Imperial House. For within the ranks of
House Cawdor, devotion to the Redemption is the only
currency that matters.
LORD MORMAER CAWDOR
WORD-KEEPERS
Clad in faded finery, his face hidden behind a golden
mask fashioned in the visage of the God-Emperor, Lord
Mormaer Cawdor, Thane of Clan Cawdor, sits upon his
throne. It is a position won and paid for by the endless
toil of millions of faithful Necromundans; the wealth
they wring from the planet’s vast waste keeping the
Thane and his favoured Word-Keepers in a shabby
luxury all but unheard of outside of the spire. Far from
being embarrassed by the huge gap in wealth between
himself and the rest of his clan, Mormaer considers it
his burden to bear for the good of the Redemption – he
is but a tool in the Emperor’s hand, shaping the fate of
billions in a broken and doomed system. If the Thane
fears for his position then he never gives any hint of it,
though in his wanderings through the massive Palace
of Bones in Hive Primus, his favoured executioners are
seldom far from his side. The same cannot be said
for those other noble priests who serve beneath the
Thane, and who constantly bicker and fight amongst
themselves, all the while attempting to look as if the
advancement of their own agendas is, in fact, the work
of the God-Emperor. In the time honoured tradition
of tyrants, Mormaer sets these nobles and their
splinter cults against each other, going so far as to
give sermons, discover ‘lost’ religious texts or uncover
‘miracles’ that lend validity to one cult or another.
In House Cawdor, the Thane is seen as the conduit
through which the will of the God-Emperor flows down
to his people. The closer a person is to the Thane,
the closer they are to the word of the Emperor, and
thus the more important they are. Word-Keepers are
those who have been granted this closeness, usually
in the form of carrying some sacred object, phrase or
holy writ handed down to them by the Thane and, by
extension, the God-Emperor. Unlike the rigid structures
of the Ministorum, where missionaries, confessors,
preachers and cardinals all hold a narrow place in a
complex and overwrought system, the mantle of WordKeeper is far easier to attain.
About the only thing Mormaer can’t control within Hive
Primus (with the exception of the other Clan Houses,
who he considers beneath his notice) is the will of Lord
Helmawr. Rather dangerously, the Thane considers
Lord Helmawr his peer rather than his master, with the
Emperor standing above both – Mormaer also sees
the agents of the Adeptus Terra as his equals but,
fortunately for House Cawdor, the Thane’s dealings
with them is far more limited. This well-known belief
of the Thane has led to friction between the Lord of
Necromunda and the Clan House master in the past,
especially when Mormaer shows up to grand cycle clan
gatherings late or addresses Lord Helmawr without
using all of his titles. For his part, Lord Helmawr
outwardly tolerates this behaviour – perhaps because
he considers the Thane so far beneath him as to be no
real threat to his position, or maybe because he fears
just how many of his subjects are, in fact, followers of
the Redemption.
Often they will have had a religious experience
(perhaps when the air filtration machines in their dome
failed or they ate some brightly-coloured fungus out in
the Badzones) and be blessed with knowledge from the
Emperor. Just as likely, they found a relic while sifting
through the hive’s trash: a blessed bone, a piece of a
holy weapon or a fragment of a sacred text. What then
gives the Word-Keeper their power, and can allow them
to rise higher in the clan, is the belief of those around
them in the text, dream or relic they carry. The most
powerful and influential Word-Keepers have many such
items, often pinning them to their bodies (sometimes
quite literally) or lashing them to weapons or poles so
all might marvel at their ‘treasure’. If a Word-Keeper
lives long enough, they might even ascend to a place
among the faithful in the Palace of Bones – though,
more likely, they will be sent back into the underhive
to gather more believers and find more relics for
the Thane.
ZEALOTS OF THE REDEMPTION
The line between the more fanatical followers
of the Redemption and those who, by and large,
abide by the laws of Necromunda is a blurred one.
Other Clan Houses tend to consider all followers of
the Redemption as fanatics, while the Ministorum
tolerates them because they make up so much
of the planet’s population, and because they are
technically a splinter faith of the Imperial Creed.
For the purposes of appearance, Lord Mormaer
openly condemns the more extreme actions of
the Redemption, while not-so-secretly supplying
gangs of zealots with weapons and wargear. Within
the clan itself, the view of these true zealots of
the Redemption is divided. Some see them as
the purest expression of the faith and long to join
their ranks if not for the obligations to House and
hive, while others see them as a threat to the
stability of the clan and want them truly branded
as outlaws. Lord Mormaer himself might have
even excommunicated them from the faith if they
weren’t so effective at spreading the power of
his House.
These zealots are known collectively as
Redemptionists, even though this is a bit of
a misnomer as all followers of the faith are
Redemptionists, just not as militant about it.
They target mutants, witches and heretics –
this last category varying in definition from one
Redemptionist gang to another – and, in some
reflection of the Imperium itself, launch their
own personal crusades into the deepest, darkest
corners of Necromunda. This has certainly
helped their cause and kept the Imperial House
or the Thane from censuring them too heavily, as
the people the Redemptionists target are also
considered enemies of the Imperium. Provided
a crusade doesn’t stray too far into the more
‘civilised’ parts of a hive then it is allowed to exist
– in so far as the local enforcers won’t spend too
much time hunting them down, but will shoot them
if they wander into town.
FIREBRANDS
Every Word-Keeper has a number of favoured
champions to help them enact their will – and keep
the rest of the faithful in line. These are known as
the Firebrands, and they wear the favour of the
Redemption for all to see – often involving artefacts of
faith stapled to their faces, burning braziers set onto
their armour, or elaborate executioner’s masks still
spattered with the blood of their last kill. A Firebrand
might be a Word-Keeper in waiting, and take up the
relic or blessing of their leader should he fall. Equally,
they might simply be a talented killer, born big and
strong and mean, without the wit to truly understand
the will of the God-Emperor but enough to know it
gives them a license to crack skulls. In both instances,
they represent an escalation in hostilities when they
reach the battlefield – the brothers responding to their
presence as they might a divine avatar walking among
them, and throwing themselves all the more furiously
into the fight.
It is also the job of the Firebrands to train the rest of
the gang to fight. Thus can the skill of a Cawdor clan
gang range from enthusiastic amateurs to trained
killers, depending on the abilities of its Firebrand. Most
follow the time-honoured traditions of beating their
gangers and juves until they either die, or manage
to stop the beating happening. Others are more
creative, and purposefully lead brothers into the dens
of monsters or the hideouts of other gangs to test the
fighter’s skills – and hopefully teach them a thing or
two about how to deal with the worst the hive has to
throw at them. In both cases, gang training tends to
focus on getting as close as possible to the foe and
stabbing or bashing them into submission, ideally with
the help of one or two other brothers. This tendency
toward melee combat is likely the result of the gang’s
lack of access to decent ranged weaponry, but it also
says much about most Blessed Brothers, who gain
great satisfaction from seeing their fighters swarm over
an enemy and tear them to bloody pieces.
BROTHERS OF THE FAITH
House Cawdor values those with the strength of will,
mind and body to fight for the Redemption. These
are the Brothers, men who either through natural
talents or bitter experience have risen above the
vast unwashed masses of the clan to become its
soldiery. A Brother might have come to the cause
after proving their mettle in the hive’s depths among
the bonepickers and midden-thieves, fighting off
giant rats, mutants or the faithless. Realising that
they had a gift for violence, and wanting to use that
gift in the name of the God-Emperor, they scavenged
themselves some weapons and set off to swear their
obedience to a Word-Keeper or Blessed Brother,
thus starting their invariably short life of brutal
gang warfare. A Brother might even have a legacy
of greatness – either because they are a snatchling
from a particularly aggressive Clan House, or maybe
because their father was a Word-Keeper or Firebrand.
These Brothers are seen as embodying the righteous
will of the Emperor, for none but he could have had a
hand in their creation. Occasionally, they even live up
to their name, becoming great fighters and leaders
of the faith. Though this being Necromunda, just as
often they get shot, or eaten
by a sumpkroc.
Of course, for every Brother who heard the calling of
the Emperor or was born into a gang family, there are
a hundred others who just happened to be standing
nearby when a Word-Keeper was looking for some
warm bodies to make up the numbers. These comprise
the bulk of the House’s gang fighters and they will
learn their trade on the job. If they are lucky, they will
have a battered autogun or rusty stub gun thrust into
their hands before being led directly into the fray,
though many have to try to survive with only their
faith and perhaps a sharpened bit of metal or bone
to protect themselves. It is a meat grinder from which
most Cawdor Brothers do not survive more than a
single encounter – though those who do tend to make
decent fighters. And if not, well, every
Word-Keeper knows there are plenty more where they
came from.
SISTERHOODS OF ASH & BLOOD
House Cawdor practises segregation of the sexes at
almost every level, with very little contact between
them except under strictly-ritualised circumstances.
While neither sex is held as superior to the other
– both being equally wretched in the eyes of the
Emperor – the majority of House Cawdor gangers and
crusading Redemptionists tend to be male. This has
given rise to both splinter faiths and rogue gangs as
some of the women of the clan seek to break free of
the patriarchal teachings of the Thane. Natural talent,
exposure to the way other Clan Houses treat their
women, or even a small degree of independence, can
make a member of the House of Faith question her lot
in life. This is especially true if the woman in question
has homicidal tendencies and considers it unfair that
only men are afforded the chance to burn heretics
MIDDEN-THIEVES AND BONEPICKERS
Beneath the Brothers, and far below the Word-Keepers,
are the rest of the clan. In their uncounted millions,
they toil over the rubbish heaps of Necromunda looking
for lost wealth and holy relics. Collectively known as
Bonepickers or Midden-thieves, or some even less
pleasant terms, these are the Clan Cawdor the rest of
the hive world sees from one cycle to the next – the
poor, the desperate and those consumed by faith.
Like the ubiquitous rats of the hive cities, they can be
found almost anywhere, especially in those regions
between the territories of the Clan Houses, or parts of
the hive that might otherwise have been abandoned as
being too toxic, too dangerous or simply of little value.
Individually, a House Cawdor clanner might contribute
little to the wealth of the House, the meagre scrap they
harvest in their lifetime amounting to only a handful
of creds. A small amount considering the miserable
existence the clanner must endure to earn it. However,
multiplied a billion times by the members of the clan,
it affords House Cawdor its place among the Clan
Houses of Necromunda.
These vast strata of House Cawdor society also provide
the clan with a near-limitless supply of manpower.
Even in the overpopulated hive cities, it is possible
for a clan to find itself stretched thin or weakened by
some natural disaster or outbreak of inter-clan warfare.
Many times, House Cawdor has been triumphant over
its enemies simply by being more than willing to throw
more bodies into the fray, drowning their rivals in a sea
of unwashed zealots.
in the name of the God-Emperor. For such a woman
there are limited choices available, such as defecting
to another clan, concealing their gender and joining a
Cawdor gang, or forming a gang of like-minded female
(and sometimes male) Redemptionists. While these
eventualities are not without precedent, the last is
by far the most common. Styled after the all-female
Sisters of Silence (albeit, based upon a lot of thirdhand information and wild speculation), all-female
Cawdor gangs set out into the underhives or the Ash
Wastes to do the work of the Redemption. For their
choice they are branded as outlaws by their Clan
House, though the greater populace of Necromunda
makes little distinction between Cawdor men and
women, for both are equally dangerous and likely to
immolate any they deem to be heretic.
HOUSE INDUSTRIES
‘What’s the difference? Isn’t it all just rubbish?’
Master Scrivener Kabbot Dy, Guild of Coin
Many of the Clan Houses look down upon House
Cawdor, considering its masses little elevated above
the nomadic scavengers of the wastes, or the mutant
gangs who eke out an existence in the Badzones far
beneath the hives. Wiser clan masters know better,
and recognise the vital role the members of the House
of Faith play within the structures of Necromunda.
Without their bonepickers and scraggers, much of the
world’s discarded wealth would remain lost, and many
of its great industries would go wanting for resources,
their factoria grinding to a halt all for a lack of fresh
waste to recycle.
THE GREAT WASTE
Waste is a constant on Necromunda, whether it is toxic
chemicals pumped out of factoria, scrap gathered up
from broken machines, or bodies too contaminated for
the corpse-starch factories. Added to this are rubbish
heaps that have been millennia in the making, and
entire levels of a hive city often filled from floor to
ceiling with the detritus of its inhabitants. It is in these
rubbish heaps that the Cawdor often make their home.
Collectively known as the Great Waste by the clanners,
entire communities exist to sift through them. Their
task is not to sort or order, the rubbish often merely
moved from one place to another over the course of
decades, centuries or even longer. Rather, they seek
to find valuable resources or relics from among the
waste. Recycling is far from unique to the Cawdor,
much of Necromunda’s industry is built upon the
endless reusing of resources, but the House of Faith
differs from its rivals in several important ways. Unlike
the mining operations of House Orlock or the salvaging
families of the duster clans, House Cawdor does not
compete for the richest veins of scrap or chemicals,
those places where heavy machinery and toil will yield
large sums of wealth for a Clan House. Instead, the
clan sends its people to those regions considered
beneath the notice of the Guild of Coin, the Imperial
House and other such mighty institutions – places
where the effort of finding anything worthwhile is
considered greater than the expense involved.
The other major difference between the recycling
efforts of House Cawdor and that of other
Necromundans is the way in which they conduct them.
Orlock mining rigs, stamped with the icons of the
Mercator Gelt, can dominate the horizon over one
of the world’s deep core mining sites, while the ash
crawlers used by the duster clans are easily as large
as any wasteland settlement. By contrast, House
Cawdor relies on a lifetime of manual labour from its
people – each clanner sifting through piles of refuse
with their bare hands in the hope of finding something
of worth to their betters.
PRAYERS FOR THE FAITHFUL
The extreme poverty endemic to House Cawdor
precludes its people from buying goods from other
Clan Houses – not that a member of the faithful would
put much stock in Escher vitality elixirs or Delaque
curios. In fact, what meagre wealth the clanners
have is invested back into the clan itself as they
spend their earnings on holy relics, scrawled prayers
and religious blessings. A thriving industry exists
within House Cawdor that largely caters only to its
own people, outsiders often perplexed by the clan’s
love of strange bits of rubbish or shiny, but useless,
trinkets. Within each clan enclave, Cawdor scriveners
pour over the cycle’s findings looking for objects of
religious significance – a burnt-out power cell that still
holds some ‘divine heat’ of the Emperor, a shattered
piece of armourglass with the image of an Aquila in
its broken shards (but only if you hold it up to the light
just so), or a battered shell casing fired by one of the
Emperor’s god-like Adeptus Astartes (no matter that
it has a manufacturing stamp on it that identifies it
as a product of Hive Primus). Should such a relic be
found, a Word-Keeper will be called upon to verify its
authenticity. And once it passes the test – provided
the Word-Keeper himself doesn’t decide it is too
valuable to fall into the hands of some bonepicker and
keeps it – then the faithful will have their chance to
own it, for a suitable donation to the clan, of course. To
date, millions of these holy objects exist within House
Cawdor, and almost every clanner, and certainly most
gangers, will have one or more in their possession –
often spending their hard-earned creds on acquiring
more or better ones. And should a member of House
Cawdor die clutching their relics, they are thrown into
the midden heap, where the whole process can begin
again and the relics can be ‘discovered’ once more.
DIRTY JOBS
While most of House Cawdor industry is given over to
waste reclamation and scavenging, other Houses often
turn to them to do jobs too dangerous or unpleasant for
their own people. Even House Goliath is more inclined
to pay the House of Faith for labour than squander their
own slaves in some sectors of their industries – the
latter being more valuable than the former. The masters
of the clan command their people to complete these
tasks on the premise of bringing enlightenment to the
rest of the hive, though in truth, the underclasses of
House Cawdor need little encouragement to follow the
commandments of the Word-Keepers. Those in charge
might rationalise out such callous use of their subjects
as the will of the God-Emperor or a chance to test
their faith, however, like most things in Necromunda, it
comes back to cold, hard credits. By contrast with their
usual menial rubbish recycling, a Cawdor serf can earn
as much as a regular hiver for the clan by doing some
distasteful job for another House, even if it is the last job
they ever do.
These dirty jobs can range from anything and
everything that the common hive dweller might
consider beneath them or too dangerous. Where
machines might fail, the Merchant Guild uses Cawdor
clanners to crawl the powerlines within the great Heat
Sink to pull levers or turn cranks hidden in awkward
places. The lucky ones die from critter attacks or
electrocution, the unlucky ones slip and fall for
kilometres into the boiling core of the planet. Gunk
sluice tanks are another place where Cawdor workers
risk drowning, being sucked into the workings of a
promethium refinery, or worse. Since the tanks are
always in use, the workers must scramble into them
during low ‘tide’ and try to clean valves and intakes
before the gunk covers their heads. Then there are
the wrangling jobs: recovering feral grox, wolf-spiders,
rippers and other critters for the Clan Houses and
Merchant Guild to butcher or sell. In these instances,
the Cawdor workers are essentially live bait, there
being little art to the finding and trapping of such
creatures, beyond a group of clanners wandering the
Badzones and waiting to get attacked, and then hoping
there are enough of them left to drag the creature back
to civilisation.
All of these jobs the Cawdor take to with a zealotry that
many other workers find disturbing as, for the subjects
of the House of Faith, a task set by their Word-Keeper
is a task set by the Emperor himself.
HOLY ARTEFACTS
Very occasionally, House Cawdor clanners will
come into possession of something of genuine
religious significance. These are artefacts
recognised for their importance not just by the
House of Faith but by the Ministorum or some
other lofty organisation. Over the millennia,
countless saints, missionaries and true devotees
of the God-Emperor have visited or been born on
Necromunda, and many have perished within its
crumbling hives or endless ash wastes. These
heroes of the faith have left behind relics, and
some of these have been uncovered by the
relentless toil of the House Cawdor bonepickers.
It is truly upsetting to the Ministorum that the
Thane has a number of these objects in his
audience chamber in the Palace of Bones, and
that they must gaze upon them when the Thane
invites them into his sanctum. The Spear of St
Felstyr is one such relic, a broken power lance
graven with prayers to the Emperor that was once
wielded by the Necromundan general Felstyr of
Temenos, Lord Mormaer making sure to hang
it above his throne whenever agents of the
Ministorum must meet with him. Sometimes, such
an artefact might even fall into the hands of a
Cawdor gang leader – though they are unlikely to
realise its true significance. One notable instance
of this was when Gibbet Lisp, leader of the Motely
Horde gang out of Port Mad Dog, found a ‘sacred’
bone and wore it constantly around his neck. He
told everyone it was a broken wishbone discovered
by chance in a half-eaten grox burger, but in fact
it was one of the finger bones of St Valious the
Scarred, a gene-warrior of the 35th Millennium who
defended the Cathedral of the Emperor Deified
during the Red Grave Uprising. Unfortunately
for the Ministorum, by the time they learned of
the relic, Gibbet had been killed and the bone
vanished, though his followers all claimed to have
it in their possession – some of them mysteriously
missing fingers.
HOUSE TERRITORIES
‘Where the air trembles to the prayers of the faithful, the holy Redemption has a home.’
Word-Keeper Tippet the Just, Clan Cawdor
Typically, House Cawdor builds settlements in those
places overlooked or abandoned by other Clan Houses.
Places that are either too inhospitable, or that have
little in the way of resources, draw the Cawdor, their
people erecting churches made of scrap and habs
burrowed into the waste. Bound by their faith, Cawdor
clanners think little of hardships that would repel
many other Necromundans and put up with horrific
conditions and terrible environments, all to prove their
devotion to the God-Emperor and play their role in the
continuing misery of the galaxy.
MIDDEN HEAPS
It is no wonder that the members of House Cawdor are
so often compared to the ubiquitous Necromundan rat.
Like the rat, they can be found in almost every corner
of the hive below the spire, and, like the rat, they make
their homes in the mounds of trash and other refuse
cast off by the other clans. The House of Faith lays claim
to the vast majority of these so-called midden heaps,
though they have little competition aside from the
aforementioned rats. Beneath these piles of rubbish,
tunnels and chambers hung with the symbols of the
most holy Redemption abound, while pale, grubby-faced
clanners shuffle about, sacks of waste in their hands or
on their backs as they slowly sift through the debris that
makes up their home.
CHILDER-HARVEST
House Cawdor is by far the most populous Clan
House on Necromunda, numbering more than some
of the others combined. Its size is, in part, due to
the spreading of the faith, ever bringing outcasts,
disparate peoples and dispossessed communities
into the fold. It is also due to Cawdor’s practice
of ‘adopting’ the youth of other clans. On a world
as dangerous and chaotic as Necromunda, many
children are orphaned at a very early age, abandoned
by their parents or simply lost in the press of
humanity. Word-Keepers actively seek out these
discarded children, bringing them into the faith and
raising them as part of the Redemption. In the eyes
Inside a hive city, there are typically three kinds of
midden heaps and, all things being equal, there is a
good chance an enclave of House Cawdor will have
made their home there. The first are scrap heaps,
where either part of the hive has collapsed and is
no longer inhabitable, or locals have been using a
convenient hole in the floor of their dome to dispose
of rubbish. Primarily made up of solid waste, a scrap
heap might contain all manner of broken technological
marvels and useful metals – though is just as likely to
be worthless detritus. The second kind are abandoned
factoria. These can be a gold mine – albeit not literally
– of useful industrial waste. Promethium crust and
other useful chemical deposits are usually found in
these places, and well worth the (attenuated) lifetime
of noxious smells and hair loss extracting them brings.
The final kind of midden heap are the boneyards, pits
filled with decaying biological matter, exotic fungi and
even some living scavengers that might be tamed
and put to work. By far the most unpleasant kind of
place to live, a good boneyard can yield all manner
of useful things, such as stable food supplies and a
near limitless supply of tamable rats (often one and
the same).
of the Cawdor, this is an altruistic endeavour, and
they see themselves as literally saving the souls of
these orphans. Others consider it a more nefarious
practice, especially as many of the children taken are
not entirely lost, or technically orphans. Tales abound
of the so-called Childer-harvest, when the agents of
House Cawdor roam the hab levels of the hive during
nocturnal cycles, looking for lost or unattended young
ones. Like all such horror stories on Necromunda, it is
one with a grain of truth at its centre and though the
Clan House denies such recruiting techniques, wise
hive dwellers make sure their doors and windows are
well-secured when the shadow of the Redemption
falls upon a settlement.
THE UNDERHIVE
House Cawdor has a stake in the underhive like all
the Clan Houses. Arguably, the House of Faith is
better adapted to the ramshackle environment than
its rivals, given the notoriously low standard of living
its members are used to enduring. Like seeds cast
into the earth, House Cawdor scatters its followers
throughout the underhives of Necromunda, hoping that
from the thousands of gangs sent forth, a few might
find purchase and grow powerful. It is a tried and true
method of expansion that has seen the influence of the
House of Faith grow considerably over the centuries,
especially in the depths of Hive Primus. These days, it
is difficult to throw an empty bottle of Second Best in
any underhive settlement without it hitting a ragged
band of Cawdor gangers feverishly spreading the word
of the Redemption or building another ‘church’ out of
some dilapidated building.
THE SPOIL
It would be impossible for a Clan House with the
industries of House Cawdor to not have a stake in
the Spoil – given it is basically the largest rubbish
heap on the planet. Though the House of Iron might
work the most lucrative mining sites in the continentsized wasteland, there is plenty of room for others to
stake a claim. Hundreds, if not thousands, of House
Cawdor encampments are scattered throughout the
Spoil, some numbering in the hundreds of thousands
of workers, others only a handful of the faithful
sifting through the toxic scrap heaps. What they find
is then filtered back to the hives via caravans and
pilgrim trails, until it ends up in the hands of the
clan’s Word-Keepers and other masters. It is a far
from perfect system, and one that lacks the industrial
scale of House Orlock or the Guilds but, given the
huge numbers of Cawdor, one that nonetheless yields
results. The costs of working the Spoil are also far
lower for House Cawdor than the other Clan Houses,
as it does little to support its people. An Orlock
mining enclave might have armed gangers protecting
it, heavy Guild-warranted machinery to do the digging,
and hazard suits for its workers to protect them from
the horrific conditions of working outside the hives.
By contrast, a House Cawdor worker often only has
their faith – far from a proven defence when an Ash
Wastes nomad tries to flay your skin and eat it.
BALDRUM
OATHKEPT
HOUSE CAWDOR
HOUSE ENCLAVES
‘It is a cathedral built from death – literally millions of dead people ‘donated’ their bones to make it.’
Hess Novum, House Orlock on the Palace of Bones
For thousands of years, House Cawdor has made its
home on Necromunda and, as a result, its roots run
deep. In addition to those lost and abandoned places
where the faithful of the Redemption gather, many
great churches, temples and sanctums have been built
to honour the faith. These range from the vast Palace
of Bones in Hive Primus or the Saints Grave in Mortis’
underhive, to places of pilgrimage such as the Temple
of the Emperor’s Finger in the depths of the Dust Sea
or the Thane’s Crypt in the shadow of the Spoil.
PALACE OF BONES
The centre of House Cawdor’s power is the Palace of
Bones in Hive Primus. It dominates those levels and
domes of Hive City controlled by the House of Faith,
and is, even by the standards of Necromunda, an
impressive sight. Modelled after the Grand Cathedral
of the Emperor Deified in Hive Temenos, its great
columns are gilded in the bones of the faithful, while
tattered relics of significance to the Redemption hang
from every arch and spire. Statues, rendered in stone
and iron, depict legendary saints and heroes, their
pitiless gaze staring down upon any who would walk
its halls. In the heart of the palace is the Chamber of
the Thane, about which the Word-Keepers gather in
their crimson robes to listen to the sermons of Lord
Mormaer, all while a servitor-choir chants an endless
litany of absolution. Only the most worthy servants of
the Redemption are permitted to enter the Palace of
Bones, many more merely allowed to gaze upon its
great gates as a reward for some service to the Thane.
Even the Ministorum must ask the Thane’s permission
to enter, though the division between the Imperial
Creed and the Redemption usually means this is a
rare occurrence. The greatest honour for a follower of
the Redemption on Necromunda is that their remains
might one day be interred in the structure; a finger
bone, rib, or perhaps even their skull (if they are very
fortunate) hammered into the wall to join the billions of
other bones that make up the place.
HIVE PRIMUS
Hive Primus is the centre of all power on Necromunda,
and it is little wonder the Redemption has agents and
sympathisers throughout it. As a tacitly-recognised sect
of the Imperial Creed, shrines and temples dedicated
to the Redemption can be found wherever the followers
of the Imperial Creed gather, or the servants of the
Ministorum have their outposts. Hive City is filled with
these boltholes of House Cawdor, with clan members
extolling the virtues of the Redemption from their
doorways, rooftops or domes – a constant reminder
to all who live nearby of the power of the faith. Though
the Palace of Bones is, by far, the largest Cawdor
holding in Hive Primus, there are many others that rival
the largest enclaves of the other Houses. The Street of
the Blessed (known more commonly to hivers as the
Street of Beggars) runs through the Nexus Markets
near hive base, and is a gathering place for all aspects
of the Imperial Creed – the Redemption among them.
Meanwhile, the Temple of Swords is a famed mercyhouse in the commercial district where the crippled
and the broken go to seek final peace at the hands of
the Cawdor.
HIVE TEMENOS
It is no surprise that the centre of the Ecclesiarchy
on Necromunda is also a gathering point for House
Cawdor. Hive Temenos is a towering cathedral-hive,
teeming with the faithful and garrisoned at its pinnacle
by a convent of the Order of the Bloody Rose of the
Adepta Sororitas. Where Hive Primus is a slab-sided
termite mound in form, Hive Temenos is a triumph
of ecclesiastical architecture – every chamber is a
groin-vaulted cloister, every alcove is host to a stonegraven saint and every light well is wrought as a
multi-coloured, stained glass window. Though it is rare
for a member of House Cawdor to be permitted to
ascend to the spire – and pass through the Saintsway
into the Grand Cathedral of the Emperor Deified, they
nonetheless guard the pilgrim’s path from hive bottom
up to the great spire. Of course, even Hive Temenos
has its underhive, where gangs affiliated with the other
Clan Houses battle with those of the dominant House
Cawdor. Every step of the way, Cawdor gangers are
there to press pilgrim coins into travellers’ palms, offer
them food and shelter, or defend them from thieves
and other, less pious hivers. That about half of these
pilgrims survive to reach the cathedral is not seen as a
failure by the Clan House, but rather a measure of their
piety. After all, the God-Emperor does not allow all to
gaze upon his magnificence, so it falls to the Cawdor to
make sure only the most worthy get the chance.
GANGS OF LEGEND
‘Faith might grant you eternal life, but a talent with a chain blade or
stub gun can make you a legend in the underhive.’
Duce Carver, Two Tunnels Wild-snaker.
Many Cawdor consider personal glory, or the
attainment of fame and wealth, as a grave sin against
the tenets of the Redemption. It is a belief that makes
members of the clan hide their faces behind masks,
and even give up their birth names should they rise
to a position of authority. Despite this, there are
numerous examples of great and powerful Cawdor
gangs having made a name for themselves in the
underhive, usually because of their almost homicidal
tenacity or tendency to go around burning everything in
sight in the name of the God-Emperor.
BRETHREN OF BONE
The largest of the Cawdor gangs to infest the underhive
of Hive Primus is, without a doubt, the Brethren of
Bone. Led by the noisome Coif Coffinail, the Brethren
welcome all within the hive to their ranks – provided
they are first checked for unnatural abnormalities, and
display a suitable level of devotion to the Redemption.
These tests are sometimes even conducted at
the same time. A new recruit will be sent on some
important errand of the faith, like converting members
of a rival gang, hammering the clan icon to the ceiling
of the local dome, or reciting all nine hundred and
ninety nine verses of the Litany of the Lost.
Coif and his followers operate out of the old
promethium pipeline outside of Dead End Pass, the
tumbled-down pipes both a home and a rich source
of ancient liquid fuel. More than one rival Clan House
gang has tried to put an end to the Brethren but, much
like the rats that infest the Cawdors’ turf, they always
come back. This could be because for every Cawdor
killed or hideout burned down, two more seem to
appear to replace it, or it might be that other Cawdor
gangs like using the name to make themselves seem
more important. In either case, when the Thane wants
something done in the underhive, his agents seek out
Coif, and the ragged gang lord does the rest.
BROKEN ONES
While Coif and his Brethren might represent the
‘mainstream’ of the Redemption in the underhive
of Hive Primus, there are other gangs that have
found their own faith among the splinter cults of the
Redemption. Hauberk Halfhand is the pitiless master
of the Broken Ones. After having his spine shattered by
an Orlock bullet and lying dying for days in the stygian
depths beneath Hive Primus, Hauberk gazed into the
abyss of hive bottom and the abyss gazed back at him.
In the depths of his despair, Hauberk came to see that
only the truly broken can fully understand the faith,
and so, once he had crawled back to a settlement,
he drew to himself the mangled cast-offs from other
Cawdor gangs – he himself stitched back together to
be born anew. The Broken Ones are now a scourge
upon Hive Primus, destroying everything in their path
so it might be welcomed into the faith. Their foes are
all given the same choice: to have their bones and
bodies smashed by Hauberk so they might join his
gang – or if they reject the faith, the finality of the void.
Legends tell that he won countless battles against
heretics, monsters and mutants alike, his righteous
soldiers vanquishing the Ember Lords of the Yearning
Deeps, and murdering the Dark Arbitrators, who once
ruled the lost hives of Spoilshadow, to a man. Even
now, years later, Caul’s masked visage stares down
from tumbled spires and broken wrecks, a reminder
that the glory of the Redemption lives eternal.
THE CRUSADE
OF THE RED REDEMPTION
In the centuries since the passing of Caul, the Red
Redemption has taken root within the hives of
Necromunda. Unlike other gangs who want their
names to be remembered and their faces plastered on
wanted posters, the followers of the Red Redemption
are faceless, robed hordes, who wish only to be
judged by their deeds. Thus the leaders of the Red
Redemption are feared individuals who are given their
names by their foes – such as the Hand of Retribution
or the Crimson Flail – their bloody work all the
recognition they seek.
The history of House Cawdor is littered with the tales
of scrap-saints and ash-martyrs. Among these stories
the most common is that of Caul the Fallen, the first
pilgrim of the Red Redemption. So it goes, Caul was
born on some far flung hive world and, upon learning of
the Redemption, took to the stars to spread the faith,
eventually reaching the world of Necromunda, and
setting down in its ash wastes. Across the wastelands
he wandered, and where he went cults sprung up from
the dust in his wake.
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 they talk in little else, and two Cawdor
clanners can carry on a lengthy conversation
using nothing but the words of the faith. When two
Redemptions meet, they 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 members of the Redemption, wellversed in the teaching of the faith, they are laden
with meaning. Most seem to reference the Imperial
Creed, as seen through the lens of the Redemption,
and references to the Father, the Great Deceiver and
the Enemy Beyond, can all be found in the works of
the Ministorum – though over centuries they have
become distorted on Necromunda – the ‘Father’
sometimes used to refer to Lord Helmawr rather than
the God Emperor, just as the ‘Great Deceiver’ can
be any enemy of the faith, and 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 – as can be the case
on a world that has existed for a long time cut off
from the Imperium. 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.
REDEMPTOR PRIEST GORMYN TYR
THE FORSAKEN TRUTH
HOUSE CAWDOR REDEMPTIONIST
HOUSE CAWDOR GANG LIST
When founding a Cawdor gang, players will have a maximum budget of credits to
spend on fighters, weapons and Wargear chosen from the entries on the following
pages. How much this budget is will depend upon whether the gang is being founded
for Skirmish play or Campaign play. In either case, this budget may not be exceeded.
Any unspent credits will be added to the gang’s Stash if the gang has been founded
for Campaign play. However, if a gang has been founded for Skirmish play, any
unspent credits are simply lost.
CAMPAIGN PLAY
When founding a gang for Campaign play, the budget available is 1,000 credits.
Note, however, that should they wish, the Arbitrator can increase or decrease
this budget.
SKIRMISH PLAY
When founding a gang for Skirmish play, the budget available should be agreed
upon by the players. This can be as much or as little as they think appropriate,
but as a general guideline, a budget of between 1,250 credits and 2,000 credits
is recommended.
FIGHTER NAMES, CATEGORIES AND TYPES
Each type of fighter available to a House Cawdor gang is of a named type; this is the
name given to that fighter’s rank within the gang hierarchy in the parlance of their
House. In addition, each has a category listed in brackets. For example, a lowly gang
fighter is a Cawdor Brethren (Ganger). This indicates that within House Cawdor, such
fighters are called ‘Cawdor Brethren’, whereas within the rules of the game, this
fighter is a ‘Ganger’.
Very often the rules will refer to fighters by category (Leader, Champion, Prospect,
Ganger or Juve, for example). In such cases, the rule is universal to all such fighters,
regardless of their type. At other times, the rules will refer to a fighter by their specific
type, ‘Cawdor Brethren’ for example. In these cases, the rule is specific only to
fighters of that type.
GANG COMPOSITION
The first step is to choose and purchase the fighters that make up the gang. The
House Cawdor gang list details all of the fighters available to the gang. These fighters
are purchased by paying the credits cost shown in their entry from the budget
available. All House Cawdor gangs must always follow these rules:
• There must be one fighter with the Leader special rule.
• The total number of fighters with the Gang Fighter (X) special rule in the gang must
always be equal to, or higher than, the total number of fighters without the Gang
Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Should it occur during the course of a campaign that the number of fighters without
the Gang Fighter (X) special rule exceeds the total number of fighters with the Gang
Fighter (X) special rule, the controlling player must either:
• Retire a number of fighters without the Gang Fighter (X) special rule during the
post-battle sequence in order to correct the imbalance.
Or:
• Recruit fresh fighters with the Gang Fighter (X) special rule during the post-battle
sequence in order to correct the imbalance.
“Only the righteous
can hope to stand
against the might of
House Cawdor and the
gathered servants of
the Redemption! And
as the Word-Keepers
teach, there are none
on Necromunda more
righteous than us!”
Brother Vym,
Sermon of the Righteous,
House Cawdor
WEAPONS AND WARGEAR
The next step is to choose and purchase the weapons and Wargear each fighter
will be equipped with. Each fighter’s entry in the House Cawdor gang list includes a
detailed list of the weapons and Wargear that fighter may purchase.
EQUIPPING A FIGHTER
All fighters can be equipped as follows:
NAMING YOUR
OWN CAWDOR
Cawdor names are
handed down from
parent to child, often
scrawled on a special
naming bone that is
jealously guarded by
its owner. What the
names mean or where
they come from not
even the Cawdor know,
but many believe they
were chosen by the
God-Emperor himself.
Below are some names
that can be used,
adapted or combined
when creating your
own Cawdor gang.
- Beluque
- Shyrth
- Caban
- Hoyke
- Cornet
- Wardecors
- Hauberk
- Cowl
- Dagged
- Epitoga
- Cottus
- Gambeson
- Phrygian
- Houve
- Touret
- Barbet
- Moufles
- Snood
• A fighter can be equipped with a maximum of three weapons purchased from
those listed in their entry.
• Weapons marked with an asterisk (*) take up the space of two weapons.
• Any fighter may purchase Wargear that is listed in their entry.
• Weapon accessories marked with a dagger (†) may not be combined together on
the same weapon. If one such accessory is purchased for a weapon, another may
not be added.
• If the gang is being founded for Campaign play, fighters will be limited to
equipment listed in their entry, whereas fighters in a gang founded for Skirmish
play may also have access to some items of equipment from the Trading Post and
Black Market. This should be agreed upon by the players.
NEW EQUIPMENT
During a campaign, gangs may gain new equipment, either by purchasing it from
the Trading Post or Black Market, or as a result of Boons. These items are added
to the gang’s Stash and may be distributed among fighters during any postbattle sequence:
• Any fighter may discard any Wargear they are equipped with in favour of new
Wargear. Any Wargear discarded in this way is placed in the gang’s Stash and may
be given to other fighters.
• No fighter may discard a weapon. Underhive gangers become attached to their
weapons of choice and would rather hoard weapons than discard them.
• Fighters with the Gang Fighter (X) special rule that do not also have the Tools of the
Trade special rule cannot be given a new weapon if it would take them above the
limit of three weapons carried.
• Fighters with the Tools of the Trade special rule can be given more than three
weapons as they can have multiple Fighter cards, each representing a different
‘equipment set’, as described below.
FIGHTER CARDS & GANG ROSTER
Finally, a blank Fighter card should be completed for each fighter when they are
added to the gang; the characteristics of the fighter and any equipment they now
have should be noted down in the appropriate sections of the Fighter card. A gang
roster sheet is also completed for the gang as a whole.
EQUIPMENT SETS
Senior gang members, enjoying the privilege of rank, often maintain a cache of
weapons that allow them to equip themselves appropriately for each battle. As such,
fighters with the Tools of the Trade special rule can have multiple Fighter cards, each
representing a different set of equipment:
• The controlling player can make an additional Fighter card for a fighter with the
Tools of the Trade special rule at any time.
• An appropriate model should be available for each different equipment set and/or
Fighter card a fighter has.
• There is no additional cost for having multiple equipment sets. If, for example, a
Word-Keeper owns a fighting knife, they may include that weapon in as many or as
few different equipment sets as the controlling player wishes without additional cost.
The weapon is only purchased and paid for once.
• Regardless of the number of equipment sets a fighter has, they still have a single
entry on the gang roster. This entry should include the total value of the individual
weapons and items of Wargear that fighter owns. But remember, each individual
weapon or item of Wargear is only counted once.
• If the fighter suffers any Lasting Injuries or gains any Advancements, they should be
recorded on all of their Fighter cards.
• Only one of a fighter’s cards can be used for a battle.
• If a battle uses random fighters from the gang, all of the fighter’s cards should be
shuffled together and one should be drawn at random and added to the rest of the
gang’s Fighter cards before any cards are drawn. This means that only one of this
fighter’s cards can be drawn for the battle, and that the controlling player cannot
choose which of their equipment sets they will be using.
• When distributing equipment from the gang’s Stash, it can be moved to any or all of
a fighter’s cards, and can even be moved to more than one.
DEATH OF A LEADER
All House Cawdor gangs must include a single fighter with the ‘Gang Leader’ special
rule. This fighter is, naturally, the leader of the gang.
Unlike most other gangs, those of House Cawdor have two options available to them; a
Word-Keeper or a Redemptor Priest. These two different options represent the internal
divisions within the House, and whichever is chosen will heavily influence the character
of the gang. Regardless of how many options a gang has, it can only ever include one
fighter with the ‘Gang Leader’ special rule.
If a gang’s leader is killed, a new leader must be nominated:
• The new leader is the fighter with the highest Leadership characteristic, selected
from among those fighters that have, in order of priority:
1. The Gang Hierarchy (X) special rule.
2. The Tools of the Trade special rule.
• If the gang contains no fighters with either special rule, the fighter with the
highest Leadership characteristic must be selected from among the remaining
gang members.
If two or more eligible fighters have the same Leadership characteristic, use
Advancements as a tie-breaker; if there is still a tie, the controlling player can decide
which fighter will become the new gang leader.
When a fighter is promoted in this way, they gain the Gang Leader special rule.
Additionally, in the case of a House Cawdor gang, the new leader must choose what
type of leader they will become (Word-Keeper or Redemptor Priest). In some cases,
this decision will be made for them based upon the type of fighter being promoted:
• Should a fighter with the Fanatical special rule become the new leader, they must
become a Redemptor Priest.
• Should a fighter with the Pious special rule become the new leader, they can choose
to become either a Word-Keeper or a Redemptor Priest.
In either case, the promoted fighter will, from now on, count as a fighter of their new
type for the purposes of determining which equipment and skill sets they can access.
Their existing characteristics and skills do not change.
NAMING YOUR
REDEMPTIONISTS
When a Cawdor brother
devotes themselves
fully to one of the
more extreme paths of
the Redemption, they
often cast off their
birth name and adopt
a Redemptionist one.
These are invariably the
names of great saints
of the Ministorum or
taken from handed
down tales of the most
holy Inquisition. Below
are some names that
can be used, adapted or
combined when adding
a Redemptionist to your
Cawdor gang.
- Torgun
- Horst
- Klovis
- Turmund
- Luthren
- Othor
- Elias
- Gerald
- Ruthrun
- Dagorn
- Torqium
- Mathtias
- Theor
- Corvun
- Noah
- Jurgos
GANG ALIGNMENT
Unlike other gangs, those of House Cawdor frequently
walk a fine line between being considered law
abiding and being declared outlaw due to their often
heretical interpretation of the Imperial Creed. In its
more moderate forms, the Cult of the Redemption
is accepted by Imperial authorities. However, those
adherents that allow themselves to follow the more
extreme interpretations of the Cult can quickly find
themselves on the wrong side of Lord Helmawr’s law
and, in some cases, ostracised from House Cawdor
itself for their heresies. Such gangs are known
throughout Necromunda as ‘Redemptionists’, and are
rightly feared as fanatics by all.
To represent this, all fighters in a Cawdor gang have
one of two special rules: ‘Pious’ or ‘Fanatical’:
• If a gang contains more Pious fighters than Fanatical
fighters when it is founded, its alignment is
automatically ‘Law Abiding’ (see opposite).
• If a gang contains more Fanatical fighters than
Pious fighters when it is founded, its alignment is
automatically ‘Outlaw’ (see opposite).
• If a gang contains an equal number of Pious and
Fanatical fighters when it is founded, its alignment is
determined by the Pious or Fanatical designation of
its Leader.
What’s in a Name?: Players should note that,
throughout the rules, Outlaw House Cawdor gangs
and fighters are referred to as ‘Redemptionist gangs’
or ‘Redemptionists’, whilst Law Abiding House Cawdor
gangs and fighters are referred to as ‘Cawdor gangs’
or ‘Cawdor’. However, all belong to House Cawdor
and when the rules refer to ‘House Cawdor’, both Law
Abiding and Outlaw gangs are included.
Changing Alignment: During Campaign play, it may
occur that the structure of the gang changes due to
a combination of attrition and hiring new fighters,
and this may cause it to be viewed differently by
both House Cawdor and Imperial authorities. During
Campaign play, after each battle it takes part in a
Cawdor or Redemptionist gang may be required to
make an Alignment test if:
• The gang now contains more Pious fighters than
Fanatical fighters.
• The gang now contains more Fanatical fighters than
Pious fighters.
However, it is possible for a player to make a deliberate
choice to include only Pious or only Fanatical fighters in
their gang. In such cases, the player is able to control
their gang’s alignment:
• If a gang contains only Pious fighters, it is always
considered a ‘Cawdor’ gang and its alignment is
automatically Law Abiding.
• If a gang contains only Fanatical fighters, it is always
considered a ‘Redemptionist’ gang and its alignment
is automatically Outlaw.
MAKING AN ALIGNMENT TEST
As mentioned previously, House Cawdor gangs may be
required to make an Alignment test during any postbattle sequence should their composition change. This
is done at the very end of the post-battle sequence
(meaning any changes in the rules the gang must
follow during the post-battle sequence are not applied
until the gang’s next battle – word of such changes
travel slowly at first in the underhive).
To make an Alignment test, the gang leader makes a
Willpower check. The player may apply a +3 modifier
to the result if the Leader is Pious and their gang is
currently Law Abiding or if the Leader is Fanatical and
their gang is currently Outlaw (note that applying this
modifier is optional, and it may be applied after the roll
has been made).
If this check is passed, the gang’s alignment does not
change. If, however, this check is failed, the gang’s
alignment changes immediately.
SPECIAL RULE: OUTLAW
Many Hangers-on, Brutes, Hired Guns and
Dramatis Personae have the Outlaw special rule.
In the case of Hired Guns, this depends upon
the alignment of the gang hiring the fighter,
enabling Hired Guns to be hired regardless of the
gang’s alignment.
A fighter with the Outlaw special rule can only be
recruited and fielded as part of an Outlaw gang.
ALIGNMENT BENEFITS
& DRAWBACKS
There are certain benefits and drawbacks to being
both Law Abiding or Outlaw. These are represented by
certain rules that House Cawdor gangs must follow
based upon their current alignment.
LAW ABIDING GANGS
CLAIMING BOUNTIES
During the Post-battle Actions step of the post-battle
sequence, Law Abiding gangs can claim bounties for
enemy fighters belonging to Outlaw gangs that were
killed during that battle, or that they have Captured
(providing the Captive’s controlling player has had the
opportunity to attempt a Rescue Mission) and are to be
Sold to the Guilders.
Law Abiding gangs must abide by the following rules:
• Law Abiding gangs can Claim Bounties on Captives
taken from Outlaw gangs, once their owner’s gang
has had a chance to rescue them.
• Law Abiding gangs may trade Captives with other
Law Abiding gangs, but may not trade Captives back
to Outlaw gangs.
• Law Abiding gangs can hire any Hangers-on, Brutes,
Hired Guns and Dramatis Personae that do not have
the Outlaw special rule.
• Fighters in a Law Abiding gang do not have bounties
on their heads.
• Law Abiding gangs have restricted access to the
Black Market in the post-battle sequence, though
they may freely visit the Trading Post.
• Law Abiding gangs may form Guild Alliances.
OUTLAW GANGS
Outlaw gangs must abide by the following rules:
• Outlaw gangs cannot Claim Bounties on any Captives
taken, but can dispose of them (removing them from
the campaign) once their owner’s gang has had a
chance to rescue them.
• Outlaw gangs may trade captives with any other gang
as they wish.
• Outlaw gangs can hire only Hangers-on, Brutes, Hired
Guns and Dramatis Personae that have the Outlaw
special rule.
• All fighters in an Outlaw gang have a bounty on their
head (as follows).
• Outlaw gangs have restricted access to the Trading
Post in the post-battle sequence, though they may
freely visit the Black Market.
• Outlaw gangs may form Criminal Alliances.
Following a battle between a Law Abiding gang and an
Outlaw gang, the Law Abiding gang may claim a bounty
of 2D6x10 credits for every fighter belonging to the
Outlaw gang that suffered a Memorable Death result
on the Lasting Injury table during that battle.
When a Law Abiding gang sells a Captive belonging to
an Outlaw gang to the Guilders, it can claim a bounty
for that fighter. This makes that fighter worth their full
value in credits, rather than the usual half.
DESIGNER’S NOTE:
“WHAT’S MY ALIGNMENT?”
In some campaigns, the rules for Law Abiding
and Outlaw gangs will be in wide use. In other
campaigns, less so. In a campaign that does not
use these rules widely, House Cawdor gangs might
be something of an exception.
Arbitrators are encouraged to use these rules and
can designate certain gangs Outlaw with ease
based upon their type (Corpse Grinder Cult, Helot
Chaos Cult or Genestealer Cult, for example), or
based upon their behaviour. As a general rule, if
these rules are not being widely used, all gangs
should be considered Law Abiding in relation to
Redemptionist House Cawdor gangs.
CAWDOR WORD-KEEPER
(LEADER).......................................................................100 CREDITS
M
5"
WS
3+
BS
4+
S
3
T
3
W
2
I
4+
A
2
Ld
4+
Cl
6+
Wil
5+
Int
6+
SPECIAL RULES
Gang Leader: A House Cawdor gang must always include a single fighter with this
special rule:
Word-Keepers are the
priests of the House
of Faith and bind
not only its society
together but also
lead its warriors into
battle. A Word-Keeper
who ventures into
the underhive on the
• A fighter with this special rule may not retire during Campaign play. For a gang
leader, the only way out is death.
• Should this fighter die during the course of a campaign, or otherwise be removed
from the gang (for example, if a captured Leader is Sold to the Guilders), another
fighter must be promoted to replace them (see Death of a Leader on page 29).
Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle
test, during any End phase in which this fighter passes its Cool check and does not
flee the battlefield, any friendly House Cawdor fighters that are within 12" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
business of the House
considers himself to
be on a holy mission to
spread the word of the
Redemption, though to
other underhivers he
is often seen as just
another gang leader.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.
Group Activation (2) : When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
House Cawdor fighters equal to the number shown in brackets that are within 3" of
this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use
this special rule during this activation.
Pious: A devout member of House Cawdor, this fighter adheres closely to the
teachings of the Redemption, whilst dutifully denying the path of the fanatic. In
addition, if this fighter rolls a natural double 1 on their Cool check when making a
Rally test, they may immediately re-roll that Cool check.
The Path We Follow: As gang leader, this fighter must choose a particular Path of
Faith for their gang to follow when they are added to the gang (see page 98).
Skills: When recruited, a Cawdor Word-Keeper may choose one skill from their
Primary skill sets (as described in the Necromunda Rulebook). This skill does not
cost any XP and does not increase the fighter’s credits value.
SKILL ACCESS
A Cawdor Word-Keeper has access to the following skill sets:
Agility
-
Brawn
Primary
Combat
Primary
Cunning
-
Ferocity Leadership
Secondary
Primary
Savant
-
Shooting
Piety
Secondary Secondary
EQUIPMENT
A Cawdor Word-Keeper may purchase weapons and Wargear from the Cawdor Word-Keeper equipment list:
• During the course of a campaign, a Cawdor Word-Keeper may be given additional weapons and Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Cawdor Word-Keeper has no restrictions upon the types of weapon they can take; all weapon types
are available.
CAWDOR WORD-KEEPER EQUIPMENT LIST
WEAPONS
HEAVY WEAPONS
WARGEAR
BASIC WEAPONS
• Cawdor heavy
crossbow with frag
& krak shells*............125 credits
• Heavy flamer*............195 credits
• Heavy stubber*..........130 credits
GRENADES
• Cawdor polearm
/autogun* ....................20 credits
- Master-crafted..........+5 credits
• Cawdor polearm/
blunderbuss with grape &
purgation shot* ...........40 credits
- Master-crafted........+10 credits
- Emperor’s Wrath
rounds ....................+35 credits
• Reclaimed autogun .....10 credits
• Sawn-off shotgun
with scatter shot ..........15 credits
- Solid shot................+10 credits
PISTOLS
• Hand flamer .................75 credits
• Reclaimed autopistol......5 credits
• Stub gun..........................5 credits
- Dumdum rounds......+5 credits
SPECIAL WEAPONS
• Combi-weapon
(autogun/flamer) .......110 credits
• Flamer ........................130 credits
• Long rifle.......................30 credits
- Master-crafted..........+5 credits
CLOSE COMBAT WEAPONS
• Axe ................................10 credits
• Chain glaive* ...............60 credits
- Master-crafted........+15 credits
• Cleaver .........................20 credits
• Fighting knife ...............15 credits
- Master-crafted..........+5 credits
• Flail ...............................20 credits
• Greatsword* ................40 credits
- Master-crafted........+10 credits
• Heavy club....................15 credits
• Maul (club) ...................10 credits
• Polearm*......................30 credits
• Two-handed axe*.........25 credits
- Master-crafted..........+5 credits
• Two-handed hammer* 35 credits
• Blasting charges ..........35 credits
• Choke gas grenades....50 credits
• Frag grenades ..............30 credits
• Incendiary charges ......40 credits
• Krak grenades .............45 credits
• Smoke grenades..........15 credits
ARMOUR
• Flak armour..................10 credits
• Gutterforged cloak.......15 credits
• Mesh armour ...............15 credits
• Scrap shield .................15 credits
PERSONAL EQUIPMENT
• Bomb delivery rats.......30 credits
• Cult icon .......................40 credits
• Drop rig.........................10 credits
• Filter plugs....................10 credits
• Photo-goggles ..............35 credits
• Respirator ....................15 credits
• Skinblade .....................10 credits
• Strip kit .........................15 credits
WEAPON ACCESSORIES
• Mono-sight (basic,
special & heavy weapons
only)†.............................35 credits
STATUS ITEMS
EXOTIC BEASTS
• 0-2 Sheen Birds ...........90 credits
REDEMPTOR PRIEST
(LEADER).......................................................................100 CREDITS
M
5"
WS
3+
BS
4+
S
3
T
3
W
2
I
4+
A
2
Ld
5+
Cl
6+
Wil
4+
Int
7+
SPECIAL RULES
Gang Leader: A House Cawdor gang must always include a single fighter with this
special rule:
Redemptor Priests
are the true fanatics
of the faith and
each follows one of
the extreme paths
based on an obscure
reference or inference
from the holy book
of the Redemption.
• A fighter with this special rule may not retire during Campaign play. For a gang
leader, the only way out is death.
• Should this fighter die during the course of a campaign, or otherwise be removed
from the gang (for example, if a captured Leader is Sold to the Guilders), another
fighter must be promoted to replace them (see Death of a Leader on page 29).
Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle
test, during any End phase in which this fighter passes its Cool check and does not
flee the battlefield, any friendly House Cawdor fighters that are within 12" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
Without exception
they are extreme and
dangerous individuals,
each one capable
of raising a mob of
angry hivers with an
impassioned sermon
or personally delivering
justice with flame and
blood.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.
Group Activation (2): When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
House Cawdor fighters equal to the number shown in brackets that are within 3" of
this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use
this special rule during this activation.
Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the
extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this
fighter rolls a natural double 1 on their Cool check when making a Nerve test, they
may immediately re-roll that Cool check.
The Path We Follow: As gang leader, this fighter must choose a particular Path of
Faith for their gang to follow when they are added to the gang (see page 98).
Skills: When recruited, a Redemptor Priest may choose one skill from their Primary
skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP
and does not increase the fighter’s credits value.
SKILL ACCESS
A Redemptor Priest has access to the following skill sets:
Agility
-
Brawn
Secondary
Combat
Primary
Cunning
-
Ferocity Leadership
Secondary
Primary
Savant
-
Shooting
Secondary
Piety
Primary
EQUIPMENT
A Redemptor Priest may purchase weapons and Wargear from the Redemptor Priest equipment list:
• During the course of a campaign, a Redemptor Priest may be given additional weapons and Wargear purchased
from this list, from the Trading Post and from the Black Market.
• A Redemptor Priest has no restrictions upon the types of weapon they can take; all weapon types are available.
REDEMPTOR PRIEST EQUIPMENT LIST
WEAPONS
CLOSE COMBAT WEAPONS
FIELD ARMOUR
BASIC WEAPONS
• Chainaxe ......................30 credits
- With exterminator ..+15 credits
- Master-crafted..........+5 credits
• Chainsword ..................25 credits
- Master-crafted..........+5 credits
• Eviscerator* .................90 credits
- Master-crafted........+20 credits
• Fighting knife ...............15 credits
• Hexagrammic fetish.....35 credits
• Refractor field ..............50 credits
• Autogun ........................15 credits
- Master-crafted..........+5 credits
- With exterminator ..+15 credits
• Shotgun with solid
& scatter ammo...........30 credits
- With exterminator ..+15 credits
- Executioner ammo.+20 credits
- Inferno ammo.........+15 credits
- Retributor ammo....+20 credits
WARGEAR
GRENADES
PISTOLS
• Autopistol .....................10 credits
- Master-crafted..........+5 credits
• Hand flamer .................75 credits
• Stub gun..........................5 credits
- Dumdum rounds......+5 credits
• Blasting charges ..........35 credits
• Choke gas grenades....50 credits
• Frag grenades ..............30 credits
• Incendiary charges ......40 credits
• Krak grenades .............45 credits
• Smoke grenades..........15 credits
SPECIAL WEAPONS
ARMOUR
• Fire pike......................140 credits
• Grenade launcher with
frag & krak grenades...65 credits
- Photon flash
grenades ...............+15 credits
- Smoke grenades....+15 credits
• Carapace armour
- Light ..........................80 credits
• Flak armour..................10 credits
• Incombustible
hauberk ........................20 credits
• Mesh armour ...............15 credits
PERSONAL EQUIPMENT
• Book of
the Redemption ...........50 credits
• Cult icon .......................40 credits
• Drop rig.........................10 credits
• Filter plugs....................10 credits
• Photo-goggles ..............35 credits
• Pyromantic mantle ......45 credits
• Respirator ....................15 credits
• Skinblade .....................10 credits
• Strip kit .........................15 credits
WEAPON ACCESSORIES
• Infra-sight
(any ranged weapon)†..40 credits
• Mono-sight (basic,
special & heavy weapons
only)†.............................35 credits
STATUS ITEMS
EXOTIC BEASTS
• 0-3 Cherub-servitors....55 credits
HEAVY WEAPONS
SERVO SKULLS
• Heavy flamer*............195 credits
• Gun skull ......................65 credits
• Medi skull.....................80 credits
• Sensor skull .................60 credits
CAWDOR FIREBRAND
(CHAMPION)....................................................................90 CREDITS
M
5"
WS
4+
BS
3+
S
3
T
3
W
2
I
4+
A
2
Ld
5+
Cl
6+
Wil
7+
Int
6+
SPECIAL RULES
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a
Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly House Cawdor fighters that are within 6" of
this fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
Firebrands are the
righteous right hand
of the Word-Keepers
and ever ready to
dispense holy justice
in the name of the
faith. Well-practised
and determined
fighters, their gifts for
violence are further
supplemented by a
significantly better
selection of weaponry
than most Cawdor
Brethren, weaponry
they are more than
happy to use on
the enemies of the
Redemption.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.
Group Activation (1): When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
House Cawdor fighters equal to the number shown in brackets that are within 3" of
this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use
this special rule during this activation.
Pious: A devout member of House Cawdor, this fighter adheres closely to the
teachings of the Redemption, whilst dutifully denying the path of the fanatic. In
addition, if this fighter rolls a natural double 1 on their Cool check when making a
Rally test, they may immediately re-roll that Cool check.
Righteous Warrior: Once per battle, when making a Threshold test to perform an Act
of Faith, this fighter may re-roll the Faith dice. If they do so, they must re-roll all of the
Faith dice rolled.
Skills: When recruited, a Cawdor Firebrand may choose one skill from their Primary
skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP
and does not increase the fighter’s credits value.
SKILL ACCESS
A Cawdor Firebrand has access to the following skill sets:
Agility
Secondary
Brawn
Primary
Combat
Primary
Cunning
-
Ferocity Leadership
Secondary Secondary
Savant
-
Shooting
-
Piety
Secondary
EQUIPMENT
A Cawdor Firebrand may purchase weapons and Wargear from the Cawdor Firebrand equipment list:
• During the course of a campaign, a Cawdor Firebrand may be given additional weapons and Wargear purchased
from this list, from the Trading Post and from the Black Market.
• A Cawdor Firebrand has no restrictions upon the types of weapon they can take; all weapon types are available.
CAWDOR FIREBRAND EQUIPMENT LIST
WEAPONS
BASIC WEAPONS
• Cawdor polearm/autogun*...........20 credits
- Master-crafted............................+5 credits
• Cawdor polearm/blunderbuss
with grape & purgation shot* .......40 credits
- Master-crafted.........................+10 credits
- Emperor’s Wrath rounds ........+35 credits
• Reclaimed autogun .......................10 credits
• Sawn-off shotgun
with scatter shot ............................15 credits
- Solid shot.................................+10 credits
PISTOLS
• Hand flamer ................................... 75 credits
• Reclaimed autopistol.......................5 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
SPECIAL WEAPONS
• Combi-weapon
(autogun/flamer) ........................110 credits
• Flamer ......................................... 130 credits
• Long rifle......................................... 30 credits
HEAVY WEAPONS
• Cawdor heavy crossbow
with frag & krak shells* .............125 credits
• Heavy flamer*.............................195 credits
• Heavy stubber*...........................130 credits
• Greatsword* ..................................40 credits
- Master-crafted.........................+10 credits
• Heavy club...................................... 15 credits
• Maul (club) ..................................... 10 credits
• Polearm*........................................ 30 credits
• Two-handed axe*...........................25 credits
• Two-handed hammer* ..................35 credits
WARGEAR
GRENADES
• Blasting charges ............................35 credits
• Choke gas grenades......................50 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
• Smoke grenades............................15 credits
ARMOUR
• Flak armour.................................... 10 credits
• Gutterforged cloak.........................15 credits
• Scrap shield ................................... 15 credits
PERSONAL EQUIPMENT
• Bomb delivery rats.........................30 credits
• Cult icon ......................................... 40 credits
• Drop rig........................................... 10 credits
• Filter plugs...................................... 10 credits
• Photo-goggles ................................35 credits
• Respirator ...................................... 15 credits
• Skinblade ....................................... 10 credits
• Strip kit ........................................... 15 credits
CLOSE COMBAT WEAPONS
• Axe .................................................. 10 credits
• Chain glaive* .................................60 credits
• Cleaver ........................................... 20 credits
• Fighting knife .................................15 credits
- Master-crafted............................+5 credits
• Flail ................................................. 20 credits
WEAPON ACCESSORIES
• Mono-sight (basic, special
& heavy weapons only)† ................35 credits
STATUS ITEMS
EXOTIC BEASTS
• 0-2 Sheen Birds .............................90 credits
REDEMPTIONIST DEACON
(CHAMPION)....................................................................90 CREDITS
M
5"
WS
4+
BS
3+
S
3
T
3
W
2
I
4+
A
2
Ld
6+
Cl
6+
Wil
5+
Int
7+
SPECIAL RULES
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a
Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly House Cawdor fighters that are within 6" of
this fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
Deacons are the
champions of the
Redemptionist
crusade, Brethren
who, through their
deeds, have risen up
to stand above the
common rabble. To
say Deacons have a
talent for violence is to
do them a disservice,
the fighters always at
the forefront of any
Redemptionist assault
armed with fire and
fury, showing the
Brethren of the gang
how it is done.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.
Group Activation (1): When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
House Cawdor fighters equal to the number shown in brackets that are within 3" of
this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use
this special rule during this activation.
Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the
extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this
fighter rolls a natural double 1 on their Cool check when making a Nerve test, they
may immediately re-roll that Cool check.
Fanatical Fervour: Once per battle, when this fighter performs a Charge (Double)
action, this fighter may double their Attacks characteristic. However, when they do
so, each Hit roll made suffers a -1 modifier.
Skills: When recruited, a Redemptionist Deacon may choose one skill from their
Primary skill sets (as described in the Necromunda Rulebook). This skill does not
cost any XP and does not increase the fighter’s credits value.
SKILL ACCESS
A Redemptionist Deacon has access to the following skill sets:
Agility
Secondary
Brawn
Primary
Combat
Primary
Cunning
-
Ferocity Leadership
Secondary Secondary
Savant
-
Shooting
-
Piety
Primary
EQUIPMENT
A Redemptionist Deacon may purchase weapons and Wargear from the Redemptionist Deacon equipment list:
• During the course of a campaign, a Redemptionist Deacon may be given additional weapons and Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Redemptionist Deacon has no restrictions upon the types of weapon they can take; all weapon types
are available.
REDEMPTIONIST DEACON EQUIPMENT LIST
WEAPONS
WARGEAR
BASIC WEAPONS
GRENADES
• Autogun .......................................... 15 credits
- Master-crafted............................+5 credits
- With exterminator ...................+15 credits
• Shotgun
with solid & scatter ammo ............30 credits
- With exterminator ...................+15 credits
- Inferno ammo..........................+15 credits
- Retributor ammo.....................+20 credits
• Blasting charges ............................35 credits
• Choke gas grenades......................50 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
• Smoke grenades............................15 credits
PISTOLS
• Autopistol ....................................... 10 credits
- Master-crafted............................+5 credits
• Hand flamer ................................... 75 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
ARMOUR
• Flak armour.................................... 10 credits
• Incombustible hauberk .................20 credits
• Mesh armour .................................15 credits
FIELD ARMOUR
• Hexagrammic fetish.......................35 credits
PERSONAL EQUIPMENT
SPECIAL WEAPONS
• Fire pike....................................... 140 credits
• Grenade launcher
with frag & krak grenades.............65 credits
- Photon flash grenades............+15 credits
- Smoke grenades.....................+15 credits
HEAVY WEAPONS
• Cult icon ......................................... 40 credits
• Drop rig........................................... 10 credits
• Filter plugs...................................... 10 credits
• Photo-goggles ................................35 credits
• Pyromantic mantle ........................45 credits
• Respirator ...................................... 15 credits
• Skinblade ....................................... 10 credits
• Strip kit ........................................... 15 credits
• Heavy flamer*.............................195 credits
WEAPON ACCESSORIES
CLOSE COMBAT WEAPONS
• Chainaxe ........................................ 30 credits
- With exterminator ...................+15 credits
- Master-crafted............................+5 credits
• Chainsword .................................... 25 credits
• Eviscerator* ................................... 90 credits
- Master-crafted.........................+20 credits
• Fighting knife .................................15 credits
• Infra-sight
(any ranged weapon)†....................40 credits
• Mono-sight (basic, special
& heavy weapons only)† ................35 credits
STATUS ITEMS
EXOTIC BEASTS
• 0-3 Cherub-servitors......................55 credits
SERVO SKULLS
• Gun skull ........................................ 65 credits
CAWDOR BRETHREN
(GANGER) ........................................................................45 CREDITS
M
5"
WS
4+
BS
4+
S
3
T
3
W
1
I
4+
A
1
Ld
7+
Cl
7+
Wil
7+
Int
7+
SPECIAL RULES
Gang Fighter (Ganger): Fighters with this special rule form the backbone of House
Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule
in the gang must always be equal to, or higher than, the total number of fighters
without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.
lest their individuality
makes them seem too
proud, they are armed
Promotion (Cawdor Specialist): When the gang is founded, a single Ganger (Cawdor
Brethren or Redemptionist Brethren) can be promoted to become a Specialist
(Cawdor or Redemptionist, as appropriate). During Campaign play, additional Cawdor
Brethren may become Cawdor Specialists by spending Experience (XP), as described
in the campaign rules. A Cawdor Specialist gains the Tools of the Trade special rule,
may purchase Special weapons, and may spend XP to gain additional skills.
with crude polearms,
fashioned after the
Emperor’s bodyguard’s
Tools of the Trade (Cawdor Specialist): This fighter enjoys access to a wide variety
of weapons. A fighter with this special rule may take multiple equipment sets.
Cawdor Brethren are
the foot soldiers of the
Redemption. Masked
own mighty
weapons.
Pious: A devout member of House Cawdor, this fighter adheres closely to the
teachings of the Redemption, whilst dutifully denying the path of the fanatic.
In addition, if this fighter rolls a natural double 1 on their Cool check when
making a Rally test, they may immediately re-roll that Cool check.
Devout Masses (Ganger): At the end of the Choose Crew step
of the pre-battle sequence, one additional Ganger that has
this special rule may be added to the starting crew. This
fighter may be added to the starting crew even if doing so
increases the size of the starting crew beyond that given
by the scenario.
HALBEDASH HOOKNOSE
THE CANDLEKIN
HOUSE CAWDOR
SKILL ACCESS
A Cawdor Specialist has access to the following skill sets (note however that a Cawdor Brethren may not gain
additional skills):
Agility
Brawn
Secondary Secondary
Combat
Primary
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
Piety
-
EQUIPMENT
Cawdor Brethren and Cawdor Specialists may purchase weapons and Wargear from the Cawdor Brethren
equipment list:
• During the course of a campaign, both Cawdor Brethren and Cawdor Specialists may be given additional
weapons purchased from this list.
• In addition, during a campaign both Cawdor Brethren and Cawdor Specialists may be given additional Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Cawdor Brethren may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close
Combat Weapons sections of this list.
• Once promoted, a Cawdor Specialist has no restrictions upon the types of weapon they can take from this list;
all weapon types within this list become available.
CAWDOR BRETHREN EQUIPMENT LIST
WEAPONS
WARGEAR
BASIC WEAPONS
GRENADES
• Cawdor polearm/autogun*...........20 credits
• Cawdor polearm/blunderbuss
with grape & purgation shot* .......40 credits
- Emperor’s Wrath rounds ........+35 credits
• Reclaimed autogun .......................10 credits
• Sawn-off shotgun
with scatter shot ............................15 credits
• Blasting charges ............................35 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
ARMOUR
• Flak armour.................................... 10 credits
• Gutterforged cloak.........................15 credits
PISTOLS
• Hand flamer ................................... 75 credits
• Reclaimed autopistol.......................5 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
SPECIAL WEAPONS
• Combi-weapon
(autogun/flamer) ........................110 credits
• Flamer ......................................... 130 credits
• Long rifle......................................... 30 credits
CLOSE COMBAT WEAPONS
• Axe .................................................. 10 credits
• Cleaver ........................................... 20 credits
• Fighting knife .................................15 credits
• Flail ................................................. 20 credits
• Greatsword* ..................................40 credits
• Heavy club...................................... 15 credits
• Maul (club) ..................................... 10 credits
• Two-handed axe*...........................25 credits
• Two-handed hammer* ..................35 credits
PERSONAL EQUIPMENT
• Bomb delivery rats.........................30 credits
• Drop rig........................................... 10 credits
• Filter plugs...................................... 10 credits
• Photo-goggles ................................35 credits
• Respirator ...................................... 15 credits
• Skinblade ....................................... 10 credits
• Strip kit ........................................... 15 credits
WEAPON ACCESSORIES
• Mono-sight (basic,special
& heavy weapons only)† ................35 credits
REDEMPTIONIST BRETHREN
(GANGER) ........................................................................50 CREDITS
M
5"
WS
4+
BS
4+
S
3
T
3
W
1
I
4+
A
1
Ld
8+
Cl
6+
Wil
6+
Int
9+
SPECIAL RULES
Gang Fighter (Ganger): Fighters with this special rule form the backbone of House
Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule
in the gang must always be equal to, or higher than, the total number of fighters
without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.
Promotion (Redemptionist Specialist): When the gang is
founded, a single Ganger (Cawdor Brethren or Redemptionist
Brethren) can be promoted to become a Specialist (Cawdor
or Redemptionist, as appropriate). During Campaign play,
additional Redemptionist Brethren may become Redemptionist
Specialists by spending Experience (XP), as described in the
campaign rules. A Redemptionist Specialist gains the Tools of
the Trade special rule, may purchase Special weapons, and
may spend XP to gain additional skills.
Tools of the Trade (Redemptionist Specialist): This
fighter enjoys access to a wide variety of weapons.
A fighter with this special rule may take multiple
equipment sets.
Fanatical: A zealous follower of Redemptionist
teachings, this fighter embodies the extreme beliefs
of their cult, embracing the path of the fanatic. In
addition, if this fighter rolls a natural double 1 on
their Cool check when making a Nerve test, they may
immediately re-roll that Cool check.
LUTHRUM THE PITILESS
MARTYRED BROTHERHOOD
HOUSE CAWDOR REDEMPTIONIST
SKILL ACCESS
A Redemptionist Specialist has access to the following skill sets (note however that a Redemptionist Brethren may
not gain additional skills):
Agility
-
Brawn
Secondary
Combat
Primary
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
Piety
Secondary
EQUIPMENT
Redemptionist Brethren and Redemptionist Specialists may purchase weapons and Wargear from the
Redemptionist Brethren equipment list:
• During the course of a campaign, both Redemptionist Brethren and Redemptionist Specialists may be given
additional weapons purchased from this list.
• In addition, during a campaign both Redemptionist Brethren and Redemptionist Specialists may be given
additional Wargear purchased from this list, from the Trading Post and from the Black Market.
• A Redemptionist Brethren may only be equipped with weapons chosen from the Basic Weapons, Pistols and
Close Combat Weapons sections of this list.
• Once promoted, a Redemptionist Specialist has no restrictions upon the types of weapon they can take from
this list; all weapon types within this list become available.
REDEMPTIONIST BRETHREN EQUIPMENT LIST
WEAPONS
WARGEAR
BASIC WEAPONS
GRENADES
• Autogun .......................................... 15 credits
- With exterminator ...................+15 credits
• Shotgun with solid
& scatter ammo.............................30 credits
- With exterminator ...................+15 credits
- Inferno ammo..........................+15 credits
- Retributor ammo.....................+20 credits
• Blasting charges ............................35 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
ARMOUR
• Flak armour.................................... 10 credits
• Incombustible hauberk .................20 credits
PISTOLS
• Autopistol ....................................... 10 credits
• Hand flamer ................................... 75 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
SPECIAL WEAPONS
• Combi-weapon
(autogun/flamer) ........................110 credits
• Fire pike....................................... 140 credits
• Grenade launcher
with frag & krak grenades.............65 credits
- Photon flash grenades............+15 credits
- Smoke grenades.....................+15 credits
CLOSE COMBAT WEAPONS
• Chainaxe ........................................ 30 credits
- With exterminator ...................+15 credits
• Eviscerator* ................................... 90 credits
• Fighting knife .................................15 credits
FIELD ARMOUR
• Hexagrammic fetish.......................35 credits
PERSONAL EQUIPMENT
• Drop rig........................................... 10 credits
• Filter plugs...................................... 10 credits
• Photo-goggles ................................35 credits
• Pyromantic mantle ........................45 credits
• Respirator ...................................... 15 credits
• Skinblade ....................................... 10 credits
• Strip kit ........................................... 15 credits
WEAPON ACCESSORIES
• Mono-sight (basic, special
& heavy weapons only)† ................35 credits
BONEPICKER
(JUVE)...............................................................................20 CREDITS
M
6"
WS
5+
BS
5+
S
3
T
3
W
1
I
3+
A
1
Ld
8+
Cl
8+
Wil
8+
Int
9+
SPECIAL RULES
Gang Fighter (Juve): Fighters with this special rule form the backbone of House
Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule
in the gang must always be equal to, or higher than, the total number of fighters
without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.
Bonepickers are the
teeming masses of
House Cawdor. When a
Word-Keeper wants a
ready supply of fighters
he will recruit them
from nearby Cawdor
settlements, pressing
scavenged weapons
into their hands and
sending them off into
the fray.
Promotion (Cawdor or Redemptionist Specialist): If, during the Downtime phase of
a campaign, this fighter has gained five or more Advancements, this fighter may be
promoted to become either a Cawdor Specialist, or a Redemptionist Specialist, as
the controlling player chooses.
When a fighter is promoted in this way, they will from now on count as a Specialist
of the chosen type for the purposes of determining which equipment and skill sets
they can access. Their existing characteristics do not change, but they will lose
the Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist) and Fast
Learner special rules and gain all the special rules associated with either a Cawdor
Specialist, or a Redemptionist Specialist, as appropriate.
Note that when a fighter is promoted in this way, an appropriate model should
be used to represent their new category and type.
Fast Learner: During Campaign play, when this fighter gains a
characteristic advancement, they do not need to spend an
additional 2 XP if the characteristic being improved has already
been improved. In other words, this fighter may improve a
characteristic any number of times (up to the maximum) for the
basic XP cost shown each time.
Pious: A devout member of House Cawdor, this fighter
adheres closely to the teachings of the Redemption, whilst
dutifully denying the path of the fanatic. In addition, if
this fighter rolls a natural double 1 on their Cool check
when making a Rally test, they may immediately reroll that Cool check.
Devout Masses (Juve): At the end of the Choose
Crew step of the pre-battle sequence, D3
additional Juves that have this special rule may
be added to the starting crew. These fighters may
be added to the starting crew even if doing so
increases the size of the starting crew beyond
that given by the scenario.
TOBIATH ‘SLIM’
DIVINE SCAVENGERS
HOUSE CAWDOR
SKILL ACCESS
A Bonepicker has access to the following skill sets:
Agility
Secondary
Brawn
-
Combat
Secondary
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
Piety
-
EQUIPMENT
A Bonepicker may purchase weapons and Wargear from the Bonepicker equipment list:
• During the course of a campaign, a Bonepicker may be given additional weapons purchased from this list.
• In addition, during a campaign a Bonepicker may be given additional Wargear purchased from this list, from the
Trading Post and from the Black Market.
BONEPICKER EQUIPMENT LIST
WEAPONS
WARGEAR
PISTOLS
GRENADES
• Reclaimed autopistol.......................5 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
• Blasting charges ............................35 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
CLOSE COMBAT WEAPONS
• Axe .................................................. 10 credits
• Cleaver ........................................... 20 credits
• Fighting knife .................................15 credits
• Flail ................................................. 20 credits
• Heavy club...................................... 15 credits
• Maul (club) ..................................... 10 credits
ARMOUR
• Flak armour.................................... 10 credits
• Gutterforged cloak.........................15 credits
PERSONAL EQUIPMENT
• Bomb delivery rats.........................30 credits
• Filter plugs...................................... 10 credits
• Skinblade ....................................... 10 credits
• Strip kit ........................................... 15 credits
ZEALOT
(JUVE)...............................................................................40 CREDITS
M
6"
WS
4+
BS
5+
S
3
T
3
W
1
I
3+
A
1
Ld
8+
Cl
7+
Wil
8+
Int
9+
SPECIAL RULES
Gang Fighter (Juve): Fighters with this special rule form the backbone of House
Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule
in the gang must always be equal to, or higher than, the total number of fighters
without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.
Zealots are crazed
followers of the
Redemption who think
nothing of expending
their lives in a blaze
of righteous glory.
This often means they
are armed with the
most dangerous and
destructive weapons
available to the gang,
primed with a rousing
speech from their
Redemptor Priest, and
then sent screaming
into the lines of the
enemy gang where
they can inflict the
most damage
possible.
Promotion (Redemptionist Specialist): If, during the Downtime phase of a
campaign, this fighter has gained five or more Advancements, this fighter may be
promoted to become either a Cawdor Specialist, or a Redemptionist Specialist, as
the controlling player chooses.
When a fighter is promoted in this way, they will from now on count as a
Redemptionist Specialist for the purposes of determining which equipment
and skill sets they can access. Their existing characteristics do not change,
but they will lose the Gang Fighter (Juve), Promotion (Redemptionist Specialist)
and Fast Learner special rules and gain all the special rules associated with a
Redemptionist Specialist.
Hot-headed: Fighters with this special rule have much to
prove and often act on impulse alone, hoping to impress
their superiors. Consequently, older and wiser fighters
expect them to be short-lived. Should a fighter with
this special rule be Seriously Injured or be taken Out
of Action, friendly fighters that are within 3" do not
have to take a Nerve test, unless they also have this
special rule.
Fast Learner: During campaign play, when this
fighter gains a characteristic advancement, they
do not need to spend an additional 2 XP if the
characteristic being improved has already been
improved. In other words, this fighter may improve
a characteristic any number of times (up to the
maximum) for the basic XP cost shown each time.
Fanatical: A zealous follower of Redemptionist
teachings, this fighter embodies the extreme
beliefs of their cult, embracing the path of
the fanatic. In addition, if this fighter rolls a
natural double 1 on their Cool check when
making a Nerve test, they may immediately
re-roll that Cool check.
‘HATCHET’ GROZSE
FORGIVEN FEW
HOUSE CAWDOR
SKILL ACCESS
A Zealot has access to the following skill sets:
Agility
-
Brawn
-
Combat
Secondary
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
Piety
Secondary
EQUIPMENT
A Zealot may purchase weapons and Wargear from the Zealot equipment list:
• During the course of a campaign, a Zealot may be given additional weapons purchased from this list.
• In addition, during a campaign a Zealot may be given additional Wargear purchased from this list, from the
Trading Post and from the Black Market.
ZEALOT EQUIPMENT LIST
WEAPONS
WARGEAR
PISTOLS
GRENADES
• Autopistol ....................................... 10 credits
• Stub gun........................................... 5 credits
- Dumdum rounds........................+5 credits
• Blasting charges ............................35 credits
• Frag grenades ................................30 credits
• Incendiary charges ........................40 credits
• Krak grenades ...............................45 credits
CLOSE COMBAT WEAPONS
• Eviscerator* ................................... 90 credits
• Fighting knife .................................15 credits
• Two-handed axe*...........................25 credits
- With exterminator ...................+15 credits
• Two-handed hammer* ..................35 credits
- With exterminator ...................+15 credits
ARMOUR
• Flak armour.................................... 10 credits
• Incombustible hauberk .................20 credits
FIELD ARMOUR
• Hexagrammic fetish.......................35 credits
PERSONAL EQUIPMENT
• Drop rig........................................... 10 credits
• Filter plugs...................................... 10 credits
• Pyromantic mantle ........................45 credits
EXOTIC BEASTS
EXOTIC BEASTS
The worlds of the Imperium are host to many strange
and wonderful creatures, and Necromunda is no
exception. It is well documented throughout the ages
that humans have a strange propensity for keeping
all manner of creatures as pets, fascinated by their
behaviour and comforted by their loyalty, and in this
the denizens of the underhive are no different to
humans anywhere else in the galaxy. What is unique to
Necromunda, though, are the type and variety of pets
that people choose to keep…
Exotic Beasts are purchased as Wargear and should
be recorded on their owner’s Fighter card accordingly.
However, where Exotic Beasts differ to normal Wargear
is that they will have their own Fighter card, which
details their unique stats, skills, and weaponry.
They follow all of the normal rules for a fighter, with the
following exceptions:
• Whenever the fighter that owns the Exotic Beast is
selected for a scenario, the Exotic Beast may also
be deployed. This may take the number of fighters
in a starting crew above the number specified by
the scenario.
• Exotic Beasts can only be activated as part of a
Group Activation with their owner. Accordingly,
the owner of an Exotic Beast gains the following
special rule:
MARROWPICKER
HOUSE CAWDOR
SHEEN BIRD
Group Activation (Exotic Beasts): When a fighter with
this special rule is activated, their controlling player
must activate all Exotic Beasts belonging to this fighter
as well as part of a ‘Group Activation’:
- The controlling player selects and activates
each fighter in this Group Activation as normal,
fully resolving each activation before selecting
and activating the next. Each fighter activates
individually; groups do not activate simultaneously.
- If this fighter itself is activated as part of a Group
Activation, this rule still applies, meaning any
Exotic Beasts this fighter owns are activated
as described above when this fighter is itself
activated as part of a Group Activation.
• Exotic Beasts must always end their activation within
3" of their owner. If the Exotic Beast is more than
3" away at the end of its activation, it must pass a
Nerve test or become Broken.
• Should an Exotic Beast become Broken, it will run
towards its owner when activated rather than for
cover. When an Exotic Beast makes a Running for
Cover (Double) action, it runs towards its owner.
It is only concerned with getting back within 3" of
its owner.
• An Exotic Beast that has become Broken
automatically rallies if it ends an activation within 3"
of its owner (note that, during Campaign play, Exotic
Beasts do not gain XP for rallying in this way).
• If the owner is removed from the battlefield for any
reason, the Exotic Beast is also removed from play.
• If an Exotic Beast is removed from the battlefield
for any reason, it is not counted for the purposes of
Bottle tests.
• Exotic Beasts gain Experience and suffer Lasting
Injuries as a normal Ganger and may become
a Specialist.
• Exotic Beasts may not take any additional
equipment. They may not use weapons other than
those detailed on their profile. They may never
use Wargear.
• Exotic Beasts can be taken Captive, in which case
the owning fighter’s gang can attempt to rescue
them and the capturing gang may sell them as if they
were a normal fighter. Exotic Beasts taken Captive
cannot be put to work in any Territories.
SHEEN BIRD (EXOTIC BEAST) ...................................90 CREDITS
Ancient biomechanical constructs, created long ago to evoke an illusory sense of the
long-lost splendour of the natural world, sheen birds were once wonders, combining
the finest mechanical constructions of the Cult Cybernetica with the most elegant
clone-craft of the Cult Biologus. They were possessed of a rudimentary programming,
causing them to mimic real birds; flocking together, roosting, feeding, even nesting.
Over the millennia, sheen bird numbers have gradually dwindled through lack of
preservation, with the surviving examples becoming corrupted beyond recognition.
Their flesh is diseased and their plumage is scarce. The remaining sheen birds are
foul things, infested with parasites and filthy with pollution. Even their rudimentary
programming has corrupted, causing them to act as sinister parodies of real birds.
Occasionally, sheen birds will make their way into the lower levels of the underhive.
Here they are greeted with awe by the devoted of House Cawdor, who view them as
avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen
bird is akin to possessing the direct blessing of the Emperor himself.
M
6"
WS
4+
BS
6+
S
3
T
2
W
1
I
3+
A
2
Ld
8+
Cl
7+
Wil
8+
Int
9+
“Is there anything as
dismal in all of Hive
Primus as the sheen
birds? Another failed
experiment by our
much-lauded ancestors
that we are forced
to live with. Of all
the hive’s populace,
SPECIAL RULES
it seems only the
Flight: A Sheen Bird 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.
unfortunates of House
Cawdor take any
real notice of them –
perhaps because all
that faded finery and
failed promise reminds
Bate: When the owning fighter activates, the Sheen Bird will attempt to charge an
enemy fighter even if the owning fighter does not wish it to. Make a Willpower check
for the owning fighter, if this check is failed, the Sheen Bird must perform a Charge
(Double) action, during which it must move towards the closest enemy fighter. If the
check is passed, the Sheen Bird activates as normal.
them of their own
warped belief system.”
Vivver Ran Lo,
Lord of the
Menageries,
Hive Primus
Rake Away: At the end of the Sheen Bird’s activation, if the owner is Standing and
Active or Prone and Pinned, they may choose to make a Willpower check. If this
check is passed, the Sheen Bird will immediately make a free Move (Simple) action,
or Retreat (Basic) action if Engaged, directly towards the owner. If the check is failed,
the Sheen Bird does not make this free action and stays where it is.
SKILL ACCESS
Should a Sheen Bird become a Specialist, it has access to the following skill sets:
Agility
Secondary
Brawn
-
Combat
-
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
EQUIPMENT
A Sheen Bird may not purchase weapons or Wargear. A Sheen Bird is armed with a Beak & Talons.
Piety
-
CHERUB-SERVITOR CHERUB-SERVITOR (EXOTIC BEAST) ......................55 CREDITS
Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds,
particularly so amongst the many branches of the Imperial Creed. Their use varies
depending upon need, with many serving a purely decorative or ritual purpose, bearing
censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry
small items for those they serve or, in some cases, operate machinery high in the
domes and rafters of shrines and cathedrals.
“I don’t care if it’s
blessed by the GodEmperor Himself – you
keep that thing the hell
away from me!”
Drummond Klung,
Sump City
Gate Warden,
On the subject of
Cherub-servitors
The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear
to acting as a form of mobile cover or ablative armour, protecting those they serve
by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded
Redemptionists similarly accompanied by cherub-servitors. How these criminal
rabble rousers come into possession of such companions is something of a mystery,
suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself.
M
5"
WS
5+
BS
6+
S
2
T
2
W
1
I
3+
A
1
Ld
7+
Cl
5+
Wil
5+
Int
9+
SPECIAL RULES
Flight: A Cherub-servitor 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.
Bodyguard: If a Cherub-servitor’s owner is hit by a ranged attack, the controlling
player may choose to transfer the hit and all of its effects onto a Cherub-servitor
within 2" of the owner.
Focus of Faith: When generating Faith dice, the gang may re-roll one D6 for each
friendly Cherub-servitor that is on the battlefield and that is not Seriously Injured or
Fleeing during that End phase.
Small Target: Cherub-servitors are quick, making them difficult to target in the
perpetual gloom of the underhive. Ranged attacks against Cherub-servitors suffer a
-1 hit modifier. In addition, a Cherub-servitor is never a potential target when working
out the effects of a Stray Shot.
Nimble: Cherub-servitors have almost preternatural reflexes, seemingly sensing
danger before they strike. A Cherub-servitor has a save of 4+, which is never
modified by Armour Piercing.
SKILL ACCESS
Should a Cherub-servitor become a Specialist, it has access to the following
skill sets:
Agility
Secondary
Brawn
-
Combat
-
Cunning
Primary
Ferocity
-
Leadership
-
Savant
-
Shooting
-
Piety
-
EQUIPMENT
A Cherub-servitor may not purchase weapons or Wargear. A Cherub-servitor carries no weapons and will always
make unarmed attacks.
KLOVIS THE REDEEMER,
HOUSE CAWDOR HOUSE AGENT
The Redeemer is a legend among the people of
Necromunda – a furious firebrand and fanatical
warrior, whose devotion to the Redemption is
unmatched by his peers. Once he was a noble of
Clan Cawdor known as Lord Klovis, and enjoyed the
wealth of the clan’s upper classes in Hive Primus.
Some even say he could have taken up the mantle
of Thane, should he have wanted it, but instead
chose a different path. Casting off the trappings of
nobility, the Redeemer set out into the underhive
to purge the unclean and spread the word of the
Redemption. It was not long before he had drawn
a band of zealous followers, fighters drawn to the
strength of his convictions and the brutal methods
he favoured. Deacon Malakev, a diminutive servoscribe, is perhaps the most well-known of these. A
devoted member of the faith turned into a servitor,
he follows the Redeemer on his crusades diligently
recording his great deeds, as well as carrying the
Liber Excruciatus, Klovis’ infamous book of tortures.
A lifetime of bringing the righteous Redemption
to the outcasts and heretics of Necromunda has
hardened the Redeemer against such petty notions
as pity or mercy, and those who face him know they
can expect no quarter from the zealous warrior.
To further terrify his foes, the Redeemer wears
a flaming crown upon his head, its blazing fires
spitting and sparking as his furious gaze burns into
his enemies. His former wealth as a noble, and his
connections to the upper circles of House Cawdor,
afford him weapons and wargear of exceptional
quality. His crimson robes hide quilted mesh
armour able to stop auto rounds and las blasts,
while he favours well-maintained chain weapons
like his custom eviscerator, known as the Sword of
Persecution. Rumour has it that he has even built a
fortress somewhere out in the Ash Wastes, and has
his own armoured transport that he uses to purge
the wilds of mutants, monsters and other heretics.
The greatest strength of the Redeemer, however, is
not his considerable skill as a warrior, or the unique
weapons he carries, but rather the strength of his
faith. In many ways he is the embodiment of the
Redemption, a pure expression of religious fury given
form. Followers of the Redemption fight harder under
his gaze, just as enemies of the faith quail in fear – a
terror only reinforced by the Redeemer’s methods for
‘cleansing’ the souls of unbelievers through torture.
As the Redeemer himself likes to say: ‘If it doesn’t
hurt, it doesn’t count!’
KLOVIS THE REDEEMER SPECIAL RULES
*Petition: A House Cawdor gang does not simply hire the Redeemer.
Instead, he may agree to aid a gang when a petition is made by a gang
leader. If a gang wishes to hire the Redeemer, the controlling player
must roll on the following table during the appropriate step of the prebattle sequence:
D6+Rep Result
1-8
The Redeemer heeds the gang’s plea for aid. The gang may
hire him for this battle for 100 credits.
9-15
The Redeemer reluctantly agrees to aid the gang, but it
will cost them. The gang may hire him for this battle for
200 credits.
16+
The Redeemer feels the gang is capable of fighting its own
battles. The gang may not hire him for this battle.
Note that a House Cawdor gang may make a petition to hire the
Redeemer, or it may roll on the House Favours table. It may not do
both. Only House Cawdor gangs may petition the Redeemer.
Fearsome Reputation: If an enemy fighter wishes to make a Fight
(Basic) or Shoot (Basic) action that targets this fighter, they must
make a Willpower check. If the check is failed, they cannot perform
the action and their action ends immediately.
Articles of Faith: The Redeemer generates Faith dice as normal
for a House Cawdor fighter. However, his faith is such that
in each End phase his controlling player rolls three D6 for
him, rather than the usual one. He follows the Path of
the Redeemer.
Outlaw: The Redeemer is an Outlaw
Hired Gun.
DEACON MALAKEV SPECIAL RULES
Bodyguard: If the Redeemer is hit by a ranged attack,
the controlling player may choose to transfer the hit
and all of its effects onto Deacon Malakev if he is
within 2" of the Redeemer.
Dedicated Follower: Deacon Malakev is a
dedicated servant and follower of the Redeemer.
When a gang hires the Redeemer, he is
accompanied by Deacon Malakev. Deacon
Malakev cannot be hired on his own. During
the Deployment step of the pre-battle
sequence, Deacon Malakev must be
deployed within 3" of the Redeemer.
Scribe: Deacon Malakev records all the
great deeds of the Redeemer’s crusade
through the underhive. Part of his record
lists the names of the faithful that fought
alongside his master. If Deacon Malakev is
on the battlefield and not Seriously Injured during
the Wrap-up, the gang he and the Redeemer fought
beside gains D3 Reputation.
The Liber Excruciatus: The Liber Excruciatus is the
Redeemer’s infamous book of tortures, carried and
updated by Deacon Malakev. Over the years, it has
grown through amendment and addition to become
a mighty tome. Whilst the Redeemer is within 1" of
Deacon Malakev, and if both fighters are Standing and
Active, the Redeemer may perform the Know Your Fate
(Basic) action:
Know Your Fate (Basic): The Redeemer fixes his
gaze upon his enemies and reads aloud to them from
the Liber Excruciatus, informing them of the tortures
they can expect. D3 enemy fighters (chosen by the
Redeemer’s controlling player) that are within 9" of
the Redeemer and that can draw a line of sight to the
Redeemer must immediately make a Nerve test with a
-1 modifier.
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.
“Sure, they’re a
bit touched in the
head, but who on
Necromunda isn’t?
Besides, their coin
spends just as good as
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. In the Update Roster step of the post-battle sequence, players
can recruit Hangers-on 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.
anyone else’s…”
Ruff Two-knives,
Hive Scum,
On working for
House Cawdor
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
Less than 5
5-9
10-14
15-19
20-24
Maximum Hangers-on
and Brutes
1
2
3
4
5
HANGERS-ON
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.
BRUTES
Unlike other Hangers-on, Brutes are purchased with the express intention that they
be fielded in battle and are treated like any other fighter when selecting a crew.
Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same
manner as a Cawdor or Redemptionist Specialist (see pages 40 and 42). Unlike
Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that
makes a change to their Fighter card.
“Strength is not a
thing of the body but
an aspect of faith, will
and devotion. How I
pity them their false
strength, for they are
the most lost of all…”
Coif Coffinail, Brethren
of Bones,
House Cawdor,
On House Goliath
RIGHTEOUS DAY
‘LIBERATED AMBOT’
SONS OF THE DAWN
HOUSE CAWDOR
HIVE PREACHER
HANGERS-ON
Cawdor gangs gather around them both specialised Hangers-on, who are often
followers of the faith, as well as Hangers-on of a more universal type; the type of
associate that can be found hanging around with gangs belonging to any of the
Clan Houses. Where noted, the following Hangers-on can only be taken by a House
Cawdor gang.
0-1 HIVE PREACHER: ....................................................70 CREDITS
(AVAILABLE TO HOUSE CAWDOR ONLY)
56
“And thrice will be the
coming of the Daemon,
and thrice will he
make his mark upon
the faithless! And only
through the purification
of fire, salt and ash shall
they be made whole
once more!”
Selmund Faye,
Hive Preacher,
Sermon of
the Badzones
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.
M
4"
WS
4+
BS
6+
S
3
T
3
W
1
I
3+
A
1
Ld
5+
Cl
6+
Wil
5+
Int
8+
SPECIAL RULES
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.
EQUIPMENT
A Hive Preacher is armed with a two-handed hammer.
SKILLS
A Hive Preacher has the Inspirational skill.
0-1 FLAGELLATOR.........................................................30 CREDITS FLAGELLATOR
(AVAILABLE TO HOUSE CAWDOR ONLY)
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.
M
4"
WS
4+
BS
6+
S
3
T
3
W
1
I
5+
A
1
Ld
9+
Cl
6+
Wil
7+
Int
9+
SPECIAL RULES
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.
EQUIPMENT
A Flagellator is armed with a flail.
SKILLS
A Flagellator has the Fearsome skill.
LOGUN TEEL
BRETHREN OF BONES FLAGELLATOR
HOUSE CAWDOR
“Sin CRACK Shame
CRACK Suffering
CRACK Sin CRACK
Shame CRACK
Suffering…”
Litany of the Flagellator
ROGUE DOCS
0-2 ROGUE DOCS ..........................................................50 CREDITS
(AVAILABLE TO ANY GANG)
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. House Cawdor can typically
only afford the cheapest and most suspect of the underhive’s Rogue Docs, men and
women with dubious reputations, bloodstained implements and a less than stellar
patient survival rate.
M
5"
WS
5+
BS
5+
S
2
T
3
W
1
I
4+
A
1
Ld
9+
Cl
8+
Wil
7+
Int
5+
SPECIAL RULES
“The God-Emperor has
punished them for their
sins and taken away
their menfolk – it is
a pity that they have
learned nothing from
this divine gesture and
continue to live in sin.”
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.
Coif Coffinail, Brethren
of Bones,
House Cawdor,
On House Escher
EQUIPMENT
A Rogue Doc may be armed with either a laspistol or stub
gun. All Rogue Docs are equipped with a medicae kit.
SKILLS
A Rogue Doc has the Medicae skill.
SHIDIA ‘MATRON’
COPPERTOWN
ROGUE DOC
0-1 GANG LOOKOUT .....................................................20 CREDITS
(AVAILABLE TO ANY GANG)
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. Cawdor
gangs often have more lookouts than other gangs, the faithful throughout the hive
willing to pass them information for favour with the Redemption.
M
5"
WS
5+
BS
4+
S
2
T
3
W
1
I
3+
A
1
Ld
9+
Cl
7+
Wil
5+
GANG LOOKOUT
AND DOME
RUNNER
Int
7+
SPECIAL RULES
Heads Up: If a gang with a Gang 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.
Additionally, in Skirmish play, a gang with a Gang Lookout may add 1 to the dice roll
to determine which gang is the Attacker or Defender.
Jens Claven,
Two Tunnels Lookout,
EQUIPMENT
A Gang Lookout may be armed with either a laspistol or stub gun, and with either a
fighting knife or axe.
SKILLS
A Gang Lookout has the Evade skill.
0-1 DOME RUNNER .......................................................20 CREDITS
(AVAILABLE TO ANY GANG)
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. House Cawdor use Runners to scout out potential missions for the
Redemption or find lost ‘artefacts’, something the Runners are more than happy to
take creds for.
M
5"
WS
5+
“Even the God-Emperor
can use an extra pair of
eyes…”
BS
5+
S
3
T
3
W
1
I
3+
A
1
Ld
10+
Cl
9+
Wil
7+
Int
8+
SPECIAL RULES
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.
EQUIPMENT
A Dome Runner may be armed with either a laspistol or stub gun, and with either a
fighting knife or axe.
SKILLS
A Dome Runner has the Lie Low skill.
Working for
House Cawdor
AMMO-JACKS
0-3 AMMO-JACKS ..........................................................50 CREDITS
(AVAILABLE TO ANY GANG)
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. House Cawdor have
a reputation for the poor quality of their firearms and other weapons, though a few do
still attempt to remedy this problem with an Ammo-jack.
M
5"
WS
4+
BS
3+
S
3
T
3
W
1
I
5+
A
1
Ld
9+
Cl
7+
Wil
6+
Int
7+
SPECIAL RULES
“There is a reason
I call the place Holy
Hive Armouries – heck
you put the stamp of
the Redemption on
anything and call it a
‘blessed weapon of
the Emperor’ and you
watch ‘em throw creds
at you.”
Durgun Hex,
Dust Falls Ammo-jack
and Armourer
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.
EQUIPMENT
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.
SKILLS
An Ammo-jack has the Munitioneer skill.
DICE ‘HARD ROUNDS’
HARDEN
SUMP CITY
AMMO JACK
0-1 SLOPPER...................................................................20 CREDITS SLOPPER
(AVAILABLE TO ANY GANG)
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. Clan Cawdor sloppers are well-known for the countless ways they can prepare
underhive rat.
M
4"
WS
4+
BS
4+
S
2
T
3
W
1
I
3+
A
1
Ld
9+
Cl
9+
Wil
5+
Int
7+
SPECIAL RULES
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.
“They think to find
immortality hidden
in the depths of their
EQUIPMENT
circuitry but the human
soul.”
A Slopper is armed with a fighting knife.
SKILLS
A Slopper has no skills.
DRINO ‘THE BUCKET’
EX-LICENSED SCRAM-HAWKER
(LICENCE RESCINDED)
SLOPPER
machines, when the
true path of everlasting
life lies not in steel and
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On House Van Saar
CAWDOR STIGSHAMBLER
BRUTES
0-1 CAWDOR STIG-SHAMBLER ...............................280 CREDITS
(AVAILABLE ONLY TO HOUSE CAWDOR GANGS)
“Aww that’s cute, it’s
got a little baby on its
back…”
Last words of
Two-Talon Mae,
Dustroad Runner
The preachers and rabble-rousers of the devout of House Cawdor have little tolerance
for the mutant and the abhuman. Such deformities of the body are clear evidence, so
their leaders tell them, of the corruption that lurks within the soul. How can anyone
who lives their life in loyalty to the Emperor, anyone who dedicates their every action
to his glory, their every moment of toil to the betterment of his Imperium, ever become
so corrupt and debased of form? Physical abnormalities are clear evidence, then,
that those afflicted have turned their gaze away from his light and shunned Him as
their one true master, and so the devout of House Cawdor will hunt them down and
exterminate such affronts to Him on Terra with great prejudice, wherever they attempt
to hide from his light.
And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could
even be called… common. Many denizens of Cawdor are lame of body or weak of wit.
Many are abnormally large or strangely proportioned and peculiar to behold. How it
is that such variation from the accepted baseline norm of humanity can be tolerated
within a House that claims to despise such variations is something of a mystery, but
to the Cawdor themselves the answer is simply one of faith. If their leaders choose to
allow these souls to live, then live they will, just like any other Cawdor, dedicating their
lives to the holy cause. A common sight amongst the peoples of House Cawdor is that
of the physically frail and the weak of mind coexisting, working together to do for one
another that which they cannot do alone. Sometimes regarded as bearers of stigma,
sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’,
lest the speaker wish to provoke a violent reaction, these combinations of shambling,
slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any
Cawdor gang seeking to establish dominance in the underhive.
Truly, House Cawdor is home to some strange sights indeed!
M
4"
WS
4+
BS
4+
S
5
T
4
W
4
I
4+
A
2
Ld
9+
Cl
8+
Wil
9+
Int
8+
WEAPONS
A Cawdor Stig-shambler is armed with a heavy club and a twin-linked heavy stubber.
All Cawdor Stig-shamblers are equipped with flak armour.
OPTIONS
• A Cawdor Stig-shambler may replace its twin-linked heavy stubber with a:
- Heavy flamer ............................................................................................ +70 credits
SPECIAL RULES
Intelligent Control: This fighter may immediately re-roll any failed Leadership, Cool, Willpower or
Intelligence check.
Move and Shoot: This fighter may fire an Unwieldy weapon as a Basic action rather than a Double action.
However, doing so confers an additional -1 to hit modifier.
SKILL ACCESS
A Cawdor Stig-shambler has access to the following skill sets:
Agility
-
Brawn
Primary
Combat
Cunning
Secondary Secondary
Ferocity
-
Leadership
-
Savant
-
Shooting
Primary
Piety
-
GRUNT AND SNIVELS
THE CANDLEKIN
HOUSE CAWDOR
LUTHER PATTERN
EXCAVATION
AUTOMATA
0-2 LUTHER PATTERN
EXCAVATION AUTOMATA ..........................................185 CREDITS
(AVAILABLE TO ANY GANG, BUT AT A COST OF 215 CREDITS)
The Luther pattern Excavation Automata is a heavy construct built in imitation of the
Ambull, a huge, roughly humanoid xenos creature common to hot, arid worlds. Thought
to have evolved in the endless deserts of Luther McIntyre IX in the Segmentum Solar,
the Ambull is now common across the Imperium as throughout the ages Mankind has
attempted to domesticate the brutes and make use of the species’ traits. Ambulls are
natural tunnelers, their powerful limbs ending in diamond hard claws enabling them to
dig through everything up to soft rock at a surprising speed. In addition, their eyes see
deep into the infrared spectrum, making impeccable use of even the faintest levels of
light, they are even able to detect heat signatures as a visual stimulus.
“You’d think Cawdor
gangers couldn’t get
one of these things
working… I only made
that mistake once.”
Slate Merdena,
Orlock Road Boss,
Sump Dogs
The transport and trade in Ambulls is extremely heavily sanctioned and controlled
throughout the Imperium due to how dangerous they are as hunters and how
unsuitable to domestication they have proven, escaping from any form of captivity and
wreaking havoc upon human populations in mining colonies the galaxy over.
The greatest successes in domesticating the Ambull lies in using the creatures
as the organic component of a heavy duty mining construct. Specially crafted
instrumentalities are fused with the brain and nervous system of the Ambull, in a
process perfected by the Adeptus Mechancius to circumvent the most ancient of laws
proscribing the ‘machina malifica’ the dreaded ‘machine that thinks as a man’. When
the creature awakens in its new robotic shell, it retains the natural tunnelling instinct
it had when it was flesh, whilst its aggression and hunting impulses are suppressed
by cranial governors. Of course, when Clan House gangs get their hands on one, they
are not thinking about its mining ability. House Cawdor occasionally find abandoned
or discarded ‘ambots’ in trash heaps and sometimes even get them running again.
Such metal monsters are then covered with icons of the faith or painted to appear as
rusting, mechanical saints doing the work of the Redemption.
M
4"
WS
3+
BS
5+
S
5
T
5
W
3
I
5+
A
2
Ld
8+
Cl
6+
Wil
8+
Int
9+
WEAPONS
An Ambot is armed with two tunnelling claws. All Ambots are equipped with light
carapace armour.
OPTIONS
• An Ambot may replace one of its Tunnelling Claws with a:
- Grav-fist .................................................................................................... +90 credits
SPECIAL RULES
Cranial Governors: In normal circumstances, an Ambot’s behaviour will be heavily governed to protect other
workers from the aggressive instincts of the Ambull. Gangers, however, have no such safety concerns and will
frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode it
follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched
off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its
Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks
amongst all models it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot
be reinitiated until the Wrap-up.
Excavation Automata: If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional
D6 to generate income to represent the Ambot being put to work.
Valuable: Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may
choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free,
assuming they have sufficient Reputation to take on an extra Hanger-on.
SKILLS
An Ambot has the Infiltrate skill (as described in the Necromunda Rulebook).
SKILL ACCESS
An Ambot has access to the following skill sets:
Agility
-
Brawn
Combat
Secondary Secondary
Cunning
-
Ferocity
Primary
Leadership
-
Savant
-
Shooting
-
Piety
-
‘JOTUNN’
H-GRADE
SERVITOR OGRYN
0-2 ‘JOTUNN’ H-GRADE
SERVITOR OGRYN.......................................................210 CREDITS
(AVAILABLE TO ANY GANG)
Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most frequently
seen strains of abhuman within the Imperium. Their origin is believed to be a chain
of high gravity prison worlds, populated by Mankind many millennia ago and lost
during the Age of Strife. In isolation from Terra, the humans stranded upon these
worlds bred and adapted to their hostile environments, becoming progressively more
large and hardy with each passing generation. Unfortunately intelligence, probably
not that prominent a trait amongst the denizens of these prison worlds to begin with,
deteriorated over the generations, so that by the time the Ogryn had become a distinct
and stable sub-species of humanity, it was hopelessly dull and unintelligent.
“Such gloriously small
minds ready to fill with
the faith of the GodEmperor and our most
holy Redemption!”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On Ogryns
Ogryns are incredibly strong, durable, and remarkably loyal, traits which make up for
their lack of intellect in their usefulness to the Imperium. They are slow to learn, but
once a lesson has been learned it stays in their simple minds forever. The Ogryns
of Necromunda fill the role of heavy industrial workers in Necromundan society, a
resource that is in high demand given the factory nature of the hives. With their simple
minds Ogryns are easy to convert to the faith, though they just as often forget the
rules of the Redemption and must be converted again. An Ogryn dedicated to the
Redemption might have ‘holy’ relics hung about their body or tattoos displaying their
devotion, all aimed at reminding the Ogryn of their purpose in life.
M
4"
WS
3+
BS
5+
S
5
T
5
W
3
I
5+
A
2
Ld
8+
Cl
6+
Wil
8+
Int
9+
WEAPONS
A ‘Jotunn’ H-Grade Servitor Ogryn is armed with two augmetic fists.
OPTIONS
• A ‘Jotunn’ H-Grade Servitor Ogryn may replace
one of its augmetic fists with an arc welder .............................................. +70 credits
• A ‘Jotunn’ H-Grade Servitor Ogryn may replace
one of its augmetic fists with a storm-welder ............................................ +75 credits
• A ‘Jotunn’ H-Grade Servitor Ogryn may replace
one of its augmetic fists with a spud-jacker ............................................... -20 credits
• A ‘Jotunn’ H-Grade Servitor Ogryn may be
upgraded with furnace plates ..................................................................... +15 credits
SPECIAL RULES
Loyal: Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a
friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of
any hit rolls rather than the usual 1.
Slow Witted: Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part
of a Group Activation.
SKILLS
A ‘Jotunn’ H-Grade Servitor Ogryn has the Headbutt skill (as described in the Necromunda Rulebook).
SKILL ACCESS
A ‘Jotunn’ H-Grade Servitor Ogryn has access to the following skill sets:
Agility
-
Brawn
Primary
Combat
Secondary
Cunning
-
Ferocity Leadership
Secondary
-
Savant
-
Shooting
-
Piety
-
‘HOWLER’
BUGTOWN BRUTES
EX-SLAVE OGRYN
COTTLE SCRUTTOR
THE HANGED
HOUSE CAWDOR
HIRED GUNS
The Imperium of Mankind is a dangerous place.
Countless billions of wretched souls deal with the
bleakness of their existence by cowering from the
horrors of the galaxy, dedicating their lives to relentless
toil and drudgery in the service of Him on Terra.
Yet there are those who do not. Untold millions of brave
or desperate souls take up arms, fighting for the fate
of humanity in the Emperor’s glorious armies. Many
others, in numbers beyond counting, take to a life of
violence for their own amusement, violent souls drawn
to violent work. Yet more come to their bloody work
through desperation, simply hoping to put food in their
bellies. Ruthless bounty hunters prowl the underhive,
hoping to get rich from their bloody-handed trade.
Lowlife scum eke out a meagre existence, hiring their
services to uncaring gang leaders looking for some
expendable muscle. Even those who would prefer not
to raise arms in violence find themselves drawn into
the endless cycle of gang warfare, their skills retained
in service of the crew that runs their hab block.
The hives of Necromunda are meat grinders for
humanity. There is always someone willing to sell their
services to keep the mechanism turning.
OUTLAW HIRED GUNS
For the most part, in spite of appearances, Bounty
Hunters, House Agents, Hive Scum and Dramatis
Personae are relatively upright citizens of the
underhive who follow Lord Helmawr’s laws as best
they can. Therefore, ordinary Hired Guns can only be
hired by Law Abiding gangs; they cannot be hired by
Outlaw gangs.
This does not mean that Outlaw gangs cannot hire
Hired Guns. Outlaw gangs may purchase the services
BOUNTY HUNTERS, HOUSE
AGENTS AND HIVE SCUM
In Campaign play, gangs have the chance to recruit
Hired Guns. These fall into three broad categories:
Bounty Hunters, House Agents and Hive Scum, some
of which will be named characters, better known as
Dramatis Personae. Such fighters can be hired during
the pre-battle sequence, thus securing their services
for that one battle. They are not added to the gang
roster, but a Fighter card will need to be filled out
for them. They can be hired again for subsequent
battles – as such, players might find it useful to keep
an appropriate Fighter card, already filled in, for each
Hired Gun model they have.
Hired Guns never gain Experience, they cannot
purchase Advancements, and they do not suffer
Lasting Injuries – if they go Out of Action, they simply
play no further part in the battle.
In Skirmish battles, Hired Guns can be purchased in
the same way as any other fighter.
In either mode of play, a Hired Gun increases the
gang’s Rating in the same way as any other fighter.
of a Hired Gun as normal. If they do however, the
fighter must be designated an ‘Outlaw’ and will gain
the Outlaw special rule. Additionally, Outlaw gangs
may hire any Dramatis Personae with the Outlaw
special rule on their profile.
Law Abiding gangs cannot hire Dramatis Personae
with the Outlaw rule on their profile and cannot
designate a Hive Scum or a Bounty Hunter they have
hired as an Outlaw.
HIVE SCUM
HIVE SCUM......................................................................30 CREDITS
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.
“Even the faithless
deserve the chance
to sacrifice their lives
in the name of the
Redemption.”
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…
A gang may recruit up to five Hive Scum at a time.
Talborn Hessin,
Scraplords,
House Cawdor
M
5"
WS
4+
BS
4+
S
3
T
3
W
1
I
4+
A
1
Ld
8+
Cl
8+
Wil
8+
Int
8+
SPECIAL RULES
Outlaw: A Hive Scum hired by an Outlaw gang is automatically an Outlaw
themselves. In addition to the equipment options listed above, 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.
EQUIPMENT
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 LIST
WEAPONS
WARGEAR
BASIC WEAPONS
GRENADES
• Autogun ................................. 15 credits
• Reclaimed autogun ..............10 credits
• Lasgun................................... 15 credits
• Sawn-off shotgun..................15 credits
• Shotgun with solid
& scatter ammo....................30 credits
• Throwing knives ....................10 credits
• Blasting charges ...................35 credits
• Frag grenades .......................30 credits
• Krak grenades ......................45 credits
• Smoke grenades...................15 credits
PISTOLS
• Autopistol ..............................10 credits
• Reclaimed autopistol..............5 credits
• Laspistol ................................10 credits
• Stub gun.................................. 5 credits
- Dumdum rounds...............+5 credits
ARMOUR
• Flak armour...........................10 credits
• Hazard suit ............................10 credits
• Mesh armour ........................15 credits
PERSONAL EQUIPMENT
• Armoured undersuit .............25 credits
• Drop rig.................................. 10 credits
• Filter plugs.............................10 credits
• Photo-goggles .......................35 credits
CLOSE COMBAT WEAPONS
• Axe ......................................... 10 credits
• Chainsword ...........................25 credits
• Fighting knife ........................10 credits
• Flail ........................................ 20 credits
• Maul (club) ............................10 credits
• Two-handed axe*..................25 credits
• Two-handed hammer* .........35 credits
WEAPON ACCESSORIES
• Telescopic sight†
(Pistols, Basic and
Special Weapons only) .........25 credits
BOUNTY
HUNTERS
BOUNTY HUNTERS.......................................................80 CREDITS
Bounty Hunters are amongst the toughest and most dangerous of all underhivers.
They survive perilous conditions, living out in the wastes, pursuing their quarry through
the tunnels and ruins. Bounty Hunters are loners who neither need, nor want, to be
associated with a gang. They will hire their services to a gang leader, though, if there
are no decent bounties to be had or if their interests are aligned, but such allegiances
tend to be temporary.
Bounties are displayed at all Trading Posts, offering rewards to anyone who brings
in outlaw leaders, gangs, mutants and other criminal types. The rewards offered are
good, but the job is a perilous one and many Bounty Hunters die out in the wastes,
slain by the outlaws and mutants they set out to hunt.
“I’m always happy to
take their coin, but
do they have to go on
and on about all this
“righteous work” stuff?
Violence is violence
whether or not you say
a prayer after you shoot
someone in the face”
Salts Gring,
Dust Falls Hired Gun
Bounty Hunters are drawn from a wide range of backgrounds. Some were once
gangers, still bearing the trappings of their former Clan House. Many Abhumans also
find the life of a Bounty Hunter suits them well, for the Blood Warrant that serves
as license and writ allows them to go where others of their kind might ordinarily be
barred. Thus it is not uncommon to see Beastmen, Squats and other stable Abhuman
strains operating as Bounty Hunters far from those areas set aside for their kind.
A gang can recruit no more than one Bounty Hunter at a time. To represent the great
variety of Bounty Hunters active on Necromunda, the recruiting player chooses one
of the following profiles to use.
M
5"
3"
4"
WS
3+
3+
3+
BS
3+
4+
4+
S
3
3
3
T
3
4
4
W
2
2
1
I
3+
5+
4+
A
1
1
2
Ld
7+
5+
7+
Cl
5+
7+
6+
Wil
6+
5+
7+
Int
6+
5+
8+
SPECIAL RULES
Outlaw: A Bounty Hunter hired by an Outlaw gang is automatically an Outlaw
themselves. In addition to the equipment options listed opposite, Outlaw Bounty
Hunters may purchase Common items and any item with a Rare or Illegal value of 10
or below from the Black Market.
“You Get What You Pay For”: Unlike other fighters, Bounty Hunters are not counted
during the Choose Crew step of the pre-battle sequence. Instead, at the end of this
step, any Bounty Hunters available to the gang may be added to the crew, regardless
of the Crew Selection method in use. This may take the number of fighters in a
starting crew above the number specified by the scenario.
Dead, Not Alive: Any gang, Outlaw or otherwise, that employs a Bounty may claim a
reward from the authorities for troublesome enemies they bring in dead. During the
post-battle sequence, when an opponent deletes a dead fighter from their roster,
the gang that hired the Bounty Hunter immediately claims half of that fighter’s value,
rounded up to the nearest 5 credits, as a reward.
Claiming Bounties: Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the
authorities for enemy fighters they help to Capture. If during the Wrap-up the recruiting gang captures an enemy
fighter, roll a D6 in the Receive Rewards step of the post-battle sequence. On the roll of a 3 or higher, the Bounty
Hunter recognises the Captive as a particularly wanted individual. The gang is given their cut of the reward for
keeping this dangerous miscreant off the streets, immediately receiving D6x10 credits.
“We’ll Get Our Bit…”: If a Bounty Hunter does not generate additional income during a campaign battle via the
Dead, Not Alive or Claiming Bounties special rules, there is a strong chance they will stick around until they do,
whether the gang wants them to or not:
• If, at the end of the Update Roster step of the post-battle sequence, only one of the Dead, Not Alive or Claiming
Bounties special rules has been used, roll a D6. If the result is a 4 or higher, the Bounty Hunter is dissatisfied
with their earnings and is available for the recruiting gang’s next battle for free. If the result is a 1-3, they take
their credits and leave.
• If neither the Dead, Not Alive or Claiming Bounties special rules are used, there is no need to roll and the
Bounty Hunter is automatically available for the recruiting gang’s next battle for free.
• If, however, both the Dead, Not Alive and Claiming Bounties special rules are used during the post-battle
sequence, the Bounty Hunter, happy with their payment, automatically leaves.
• If a Bounty Hunter that is available for the next battle for free in this way is not used, they will automatically
leave. In other words, they must be used in the next battle, or be lost.
• If a Bounty Hunter is taken Out of Action during a Campaign battle, they are considered to have automatically
rolled a result of 12-26 Out Cold on the Lasting Injuries table.
SKILLS
A Bounty Hunter may take either three skills determined at random, or one skill determined at random and one
skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Agility, Brawn, Combat,
Cunning, Ferocity, or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the
player declares which skill set they are generating the skill from, and rolls a D6, re-rolling if the Bounty Hunter
already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available.
EQUIPMENT
In addition to their hiring fee, a Bounty Hunter may purchase up to 150 credits worth of weapons and Wargear
from either the Cawdor Word-Keeper equipment list on page 33 or, if they are an Outlaw, from the Redemptor
Priest equipment list on page 35, as well as from the Trading Post (note that, in addition, Outlaw Bounty Hunters
may purchase items from the Black Market, as described previously). They may be armed with up to five weapons,
only one of which may have the Unwieldy trait. A weapon with the Unwieldy trait counts as two weapons choices.
Note that the value of these weapons and Wargear should be included when determining Gang Rating.
HOUSE AGENTS
HOUSE AGENTS ............................................HIRING FEE VARIES*
The Clan Houses of Necromunda are at once dependent upon one another for their
mutual prosperity and deadly rivals that seek to damage or destroy one another. Each
controls its own share of the industry and resource that makes Necromunda so vital to
the Imperium, jealously guarding its rights and power against rivals and enemies.
“…And from on high did
His agents descend to
bring succour and aid
to the faithful, and visit
great ruin upon those
who would oppose His
works!”
Fragment from the
Book of Brayne
Often in the long history of Necromunda such rivalries have exploded into harmful
civil wars, wars that damage industry and commerce. In the millennia since the
ascendancy of House Helmawr such wars have been… discouraged, and Houses
that would take up arms and threaten the status quo dealt with harshly. Yet war
and conflict is only natural. The Clan Houses fulfil their need to draw one another’s
blood through the eternal struggle of the gangs, proxy warfare in the cramped habs
and manufactoria replacing open battle and keeping the wide avenues and clan
residences of the upper hive safe.
Many loyal scions of the Clan Houses have risen to positions of power and influence
as gang fighters of great renown. Such famed warriors are often deployed as agents
by the lords they serve, sent to aid gangs beset by enemies. These agents can be
considered as both weapons of their masters’ will and demonstrations of their power.
Their arrival in the midst of a raging gang war sows fear in both allies and enemies
alike, for their presence represents not just the interests of their masters, but
highlights the failings of the local gangs to protect those interests…
A gang can recruit no more than one House Agent at a time. To represent the variety
of renowned champions within each House, the recruiting player chooses one of the
following profiles to use:
M
5"
5"
4"
WS
4+
3+
3+
BS
3+
5+
4+
S
3
3
3
T
3
3
4
W
2
2
1
I
4+
3+
4+
A
1
2
2
Ld
4+
5+
7+
Cl
6+
6+
6+
Wil
5+
4+
7+
Int
6+
7+
8+
SPECIAL RULES
*Petition: A gang does not simply hire a House Agent. Instead, a House Agent may
be dispatched to aid a gang when a petition is made by a gang leader. If a gang
wishes to hire a House Agent, the controlling player must roll on the following table
during the appropriate step of the pre-battle sequence:
D6+Rep Result
1-5
The House heeds the gang’s plea for aid and a House Agent is
dispatched. The gang may hire a House Agent for this battle for
40 credits.
6-10
The House reluctantly agrees to send aid to the gang, but it will cost
them. The gang may hire a House Agent for this battle for 80 credits.
11-15 The House feels the gang is capable of fighting its own battles.
The gang may not hire a House Agent for this battle.
16+
The House is angered that such a capable and notorious gang would
petition for further aid. The gang may not hire a House Agent for
this battle and must pay a fine of 2D6x10 credits to the House as
punishment for making foolish petitions.
Note that a gang may make a petition to hire a House Agent, or it may roll on the
House Favours table. It may not do both.
Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Cawdor fighters
without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter
will automatically pass their Bottle test for that round.
Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to
activate a number of additional Ready friendly Cawdor fighters equal to the number shown in brackets that are
within 3" of this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this way before any of them
are activated.
• Once all participants of the Group Activation have been nominated, the controlling player selects one and
activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter
activates individually; groups do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this special rule during
this activation.
“You Get What You Pay For”: Unlike other fighters, House Agents are not counted during the Choose Crew step of
the pre-battle sequence. Instead, at the end of this step, any House Agents available to the gang may be added to
the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew
above the number specified by the scenario.
SKILLS
A House Agent may take either three skills determined at random, or one skill determined at random and one
skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Brawn, Combat, Ferocity,
Leadership, Piety or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the player
declares which skill set they are generating the skill from and rolls a D6, re-rolling if the House Agent already has
that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available.
PIOUS OR FANATICAL
A House Agent may be either a true member of House Cawdor or a fanatical Redemptionist, depending upon
the gang that makes the Petition. If the Gang is Law Abiding, the House Agent will be a Cawdor and will have the
Pious special rule (see page 32). If the gang is Outlaw, the House Agent will be a Redemptionist and will have the
Fanatical special rule (see page 34).
EQUIPMENT
A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from
either the Cawdor Word-Keeper equipment list on page 33 if they are Pious, or from the Redemptor Priest
equipment list on page 35 if they are Fanatical. They may be armed with up to three weapons, only one of which
may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and
Wargear should be included when determining Gang Rating.
THE HEADSMAN,
HOUSE CAWDOR EXECUTIONER
The red right hand of the Thane of Cawdor,
Executioners stand among the inner circle of the
Clan House enforcing the will of the Cult of the
Redemption upon believers and unbelievers alike.
The identities of these grim killers are known only
to the Thane, their faces always hidden behind
heavy hoods or masks. Each Executioner is instead
recognised by the means of justice he hands out,
like the Hangman clad in his cloak of nooses, the
Scourge and his barbed whips, or the Immolator
wreathed in smoke and flame.
Of all the Thane’s Executioners, few are as
terrifying to the faithful as the Headsman and
his great bloodstained axe. When the Ashmire
Wyrd Covens sought to wrest control of the
Primus North Sector-Theta 9 scrapping yards,
the Headsman turned the local Cawdor gang’s
fear into rage and piled the dome high with
mutie skulls. When the Delaque of Logan’s
Reach unleashed their spyker assassins against
the faithful, the Headsman showed the House
of Shadow the true meaning of terror. And when
killers from the spire came to unseat the Thane
himself, it was the Headsman who painted
the Cathedral of Woes red with the blood of
unbelievers.
SPECIAL RULES
Iconic Figure: The Headsman is an
iconic figure that inspires fear and
fervour in members of House Cawdor.
As such, he has the Gang Hierarchy
(Champion) and Group Activation (1)
special rules (see page 36).
Cawdor Bounty Hunter: The
Headsman is a Bounty Hunter that can
only be hired by House Cawdor gangs.
He is subject to the “You Get What You
Pay For”, Dead, Not Alive, Claiming
Bounties and “We’ll Get Our Bit…”
special rules.
Articles of Faith: The Headsman
generates Faith dice as normal for a
House Cawdor fighter. Additionally,
he may perform Articles of Faith. He
follows the Path of the Zealot.
RATTUS TATTERSKIN,
HIVE SCUM
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 gunkstains. 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.
SPECIAL RULES
My Little Friends: Rattus Tatterskin is infested with
rats, which nip at his enemies, but also whisper the
will of the Rat-Emperor into his ears. Enemy fighters
who end their activation in base contact with Tatterskin
immediately suffer D6 Strength 1, AP -, Damage 1 hits.
In addition, at the start of each activation, Tatterskin
must make a Willpower check. If this check is passed,
Tatterskin may act as normal for the remainder of
this round. If, however, the check is failed, Tatterskin
becomes subject to the Insane condition until the start
of his next activation.
Bad Smell: Rattus Tatterskin is a Hive Scum that can
only be hired by House Cawdor gangs. He is subject to
the “You Get What You Pay For” special rule.
Articles of Faith: Rattus Tatterskin generates Faith
dice as normal for a House Cawdor fighter. Additionally,
he may perform Articles of Faith. He follows the Path of
the Doomed.
Questionable Morals: The law is a vague concept to
Rattus Tatterskin. As such, he can be hired by both Law
Abiding and Outlaw gangs.
STRONG ALLIANCES
House Cawdor has special relationships with various
other factions on Necromunda, either because of
something these factions can offer the Clan House that
it sorely needs, or because the faction benefits greatly
from the strength and fervour of Cawdor. Cawdor gangs
benefit from strong ties with the Corpse Guild, Rogue
Factoria and House Ko’iron.
Clan House gangs are given great freedom when it
comes to furthering the interests of their House, and
in the underhive operate about as independently as
any group of people on Necromunda can. However,
even a gang sometimes needs friends, access to extra
ordnance or a little official clout to get the job done.
In these instances a gang might make a temporary
alliance with locals, Enforcers, Guilders or some other
faction, donning the veneer of officialdom while it
aligns with their interests. Such alliances rarely last
for long, as once the gang has achieved its goal,
independence becomes more important than the
support they were offered.
For their part, both Guilders and other sanctioned
groups regard gangs as temporary tools to be used
when it suits, but never fully trusted.
The Alliance rules represent a short-term alliance
between a player’s gang and a body such as a Guild, a
criminal organisation or a Noble House. The benefits
of having an Alliance depend on the ally, but can mean
access to cheaper weapons and Wargear, bonuses
when playing certain scenarios or special Hired Guns
who will join the gang while the alliance lasts.
Alliances also come with drawbacks. These can include
the allies taking a cut of the rewards from a scenario,
gangs being forced to play certain scenarios favourable
to their allies, or their opponents getting help from the
allies’ enemies.
DESIGNER’S NOTE: USING ALLIANCES
Alliances are optional rules that can be included in a campaign at the discretion of the Arbitrator. While
it is possible to use the rules for Alliances during Skirmish play, provided both players agree, they really
come into their own when used over several battles – meaning players must take both the good (cheaper
weapons, special Hired Guns) with the bad (having to play certain scenarios or giving up some of their
scenario rewards).
Players and Arbitrators are encouraged to keep track of Alliances as they can really help build an exciting
narrative over the course of a campaign, with certain allies refusing to work with a gang based on their past
history, or gangs developing rivalries depending on the allies they have chosen to back. Arbitrators could even
require all gangs to make Alliances for their campaign, forcing them to choose sides in a larger confrontation
between Guilders, Enforcers, recidivists or seditious cults!
MAKING AN ALLIANCE
BENEFITS AND DRAWBACKS
Alliances are not to be entered into lightly. Once a gang
has pledged its support to an ally, you can be sure their
new friends will force them to stick with it – at least
until the ally gets some results or they decide the gang
has become a liability.
Each Alliance brings with it a set of Benefits and
Drawbacks. These are special rules that will apply
to the gang for the duration of the Alliance and can
include things such as access to certain equipment,
special Hired Guns or having to play certain scenarios
when given the option. The exact details of an
ally’s Benefits and Drawbacks can be found in their
individual descriptions, along with guidelines on how,
and when, they come into play.
Follow these steps to make an Alliance:
1. Any gang can decide to enter into an Alliance at
the beginning of a campaign, or before any battle
in a campaign, provided they do not already have
an ally.
2. Choose an ally from those on offer, both in this
supplement or from another supplement. Note
that the allies presented in this supplement
represent those that House Cawdor has a long
history of collaboration with, meaning that House
Cawdor gangs can make a Strong Alliance with
these. Making an Alliance with an ally from
another supplement is possible, but the Alliance
may prove to be weaker.
3. Once a gang has made an Alliance it will last until
the end of the current phase of the campaign, or
until either they or their ally break it as a result
of their actions. If a gang breaks their Alliance
before the end of the current campaign phase
then they cannot gain another until the following
phase unless their Arbitrator decides otherwise.
4. While part of an Alliance, a gang may not use
any Sub-plots or roll on any of the House Favours
tables.
5. Unless otherwise noted, a gang can never have
more than one ally at a time. A gang should make
a note of their ally on their gang roster, along with
any benefits and drawbacks which the ally brings.
TESTING THE ALLIANCE
Sometimes the strength of an Alliance might be tested.
This is usually because of something the gang has
done or wants to do, or because the ally wants to exert
their will upon the gang and the gang wants to resist.
This is known as Testing the Alliance, and applies to
the use of some Benefits and Drawbacks.
When an action requires the Alliance to be tested, it
will be noted in the ally’s description. When Testing the
Alliance the gang must roll a D6 on the table below,
adding 1 to the result for each time their Alliance has
already been tested during this Campaign week:
TESTING THE ALLIANCE TABLE
D6
1-4
5-6
7+
Result
Disquiet: The ally is not happy with the
gang’s actions but continues to hold up
their end of the Alliance… at least for now.
Warning: The ally issues a warning to
the gang, who must work to restore their
good faith. During the next battle the gang
takes part in, it does not gain any of the
Benefits of the Alliance, though must still
adhere to its Drawbacks.
Broken: The Alliance is broken. The ally
leaves the gang and the gang may not
enter into an Alliance with another ally
until the next phase of the campaign.
ALLIES OF HOUSE CAWDOR
House Cawdor gangs may make any Alliance they wish, but it is with the Corpse Guild
and Rogue Factoria that the majority of House Cawdor gangs choose to work closely,
furthering the agendas of both parties.
A House Cawdor gang may also form an Alliance with House Ko’iron, the Noble
House that supports the Cult of the Redemption most fervently in the intricate
political battlefields of Necromundan society and industry.
CORPSE GUILD
“We were lost and
near death but the
Emperor protects.
His visage beckoned
from beneath a ruined
shrine, calling us to
rebuild His temple and
cleanse every trace
of filth. This is His
land and we are His
pioneers.”
Matthais Cowl,
The Trodden,
House Cawdor
Without the recycled flesh of the dead provided by the Corpse Guild, and processed by
the Corpse Grinders, Necromunda would starve to death in a matter of weeks. House
Cawdor has always enjoyed close ties to the Corpse Guild. Given the number of bodies
littering the rubbish heaps and landfills of Necromunda, the existence of such close
bonds is unsurprising.
BENEFITS
Law Abiding Allies: Any gang may form an Alliance with the Corpse Guild provided
it is a Law Abiding gang. The Guilds of Necromunda have no interest in collaborating
with the criminal classes.
Strong Alliance (House Cawdor): The first time a gang belonging to House Cawdor
is required to Test the Alliance (see page 79) with this ally, do not roll. Instead count
the result as Disquiet.
Extra Corpse-starch Rations: When a fighter in the gang must roll on the Lasting
Injuries table (see the Necromunda Rulebook), they may re-roll the result, though
they must abide by their second roll even if it is worse.
Corpse Harvesting Party: While the gang is allied with the Corpse Guild, in the prebattle sequence the gang may attempt to add Guild Representatives in the form of a
Corpse Harvesting Party (see page 86) to their gang for the battle ahead:
Roll a D6 and add the gang’s current Reputation:
• If the total is 9 or below, the Corpse Harvesting Party deigns to aid their allies on
the battlefield.
• If the total is 10 or more, the Guilders decide the gang can cope alone.
This group of fighters does not cost a gang allied to the Corpse Guild any credits to
hire, but if chosen, they must be included in the gang’s crew, even if Crew Selection
is normally random. If, however, the gang is playing the Looters, Smash and Grab,
Caravan Heist or Escort Mission scenario and is the defender (see Guard Duty as
follows) then a Corpse Harvesting Party must be included. Roll a D6 and add the
gang’s current Reputation:
• If the total is 9 or below, the gang is glad of this aid.
• If the total is 10 or more, the gang is unhappy about this forced interference and
they must Test the Alliance.
DRAWBACKS
Guard Duty: During the pre-battle sequence, if the
gang has the option of choosing the scenario to be
played, roll a D6. On a 1, 2 or 3, the gang must choose
Looters, Smash and Grab, Caravan Heist or Escort
Mission, and take on the role of the defender. On a 4+,
they can choose any scenario as normal. Alternatively,
instead of making this roll, the gang can choose to play
any scenario, but if they do they must Test the Alliance.
Meat for the Grinders: At the start of the Postbattle Actions step of the post-battle sequence,
before making any Medical Escort actions,
one randomly determined fighter in the
gang who has suffered a Critical Injury
(61-65 on the Lasting Injuries
table) is removed from the
gang’s roster just as if they had
died. Alternatively, the gang may
choose to take a Medical Escort
and take the fighter to the Doc, but if
they do they must Test the Alliance.
SYTHANIA IMPERITANCE
PALE CONSORT
MERCATOR PALLIDUS
AMICE CRIBSTEALER
BRETHREN OF BONES
HOUSE CAWDOR
ROGUE FACTORIA
Counterfeit weaponry and wargear are lucrative enterprises for a criminal organisation,
and have the added benefit of keeping their allies well-equipped with ordnance. As
natural scavengers and notorious misers, the more nefarious elements of House
Cawdor make great use of the Rogue Factoria and their many knock-off weapons
and wargear.
BENEFITS
Criminal Allies: Any gang may form an Alliance with the Rogue Factoria provided
it is an Outlaw gang. The nature of their operations makes Fallen Houses deeply
distrustful of Law Abiding gangs.
Strong Alliance (House Cawdor): The first time a gang belonging to House Cawdor
is required to Test the Alliance (see page 79) with this ally, do not roll. Instead count
the result as Disquiet.
Bargain Ordnance: While a gang is allied with the Rogue Factoria, it gains access
to counterfeit weaponry. When the gang visits the Black Market, it can purchase a
counterfeit version of any weapon. Counterfeit weapons have their Rarity reduced by
2 and their cost lowered by 20%, rounded down to the nearest 5 credits (i.e., a Gravgun which normally costs 120 credits and has a Rarity of 11 would cost 95 credits
and have a Rarity of 9). Counterfeit weapons are not as reliable as normal weapons,
and either have the Reckless trait (if they also possess the Melee trait) or the
Unstable trait (if they do not possess the Melee trait), and count as Illegal equipment
with a Legality equal to their modified Rarity.
Hedge Armourers: While the gang is allied with the Rogue Factoria, they count as
having an Ammo-jack Hanger-on working for their gang (see page 60). This AmmoJack does not count against the gang’s normal limit of Hangers-on.
Factoria Work Gangs: In the pre-battle sequence the gang may add a Factoria Work
Gang (see page 88) to their crew for the battle ahead. These Hired Guns do not cost
a gang any credits to hire, but if chosen they must be included in the gang’s crew,
even if Crew Selection is normally random.
If the gang takes part in either The Hit, Escort Mission or the Last Stand scenario
then a Factoria Work Gang must be included unless the gang rolls to Test
the Alliance.
DRAWBACKS
Eye of the Omnissiah: In the pre-battle sequence, during the Choose Crews step, if
the gang has included any fighters carrying Counterfeit weapons as part of its crew
then their opponent may include a Bounty Hunter without having to pay their hiring
fee. Fighters armed with Counterfeit weapons are worth their full value when sold to
the Guilders.
Factoria Workers: If the gang includes any Counterfeit weaponry, they must include
a Factoria Work Gang (see page 88) as part of their crew or instead choose to Test
the Alliance.
“How mighty they could
be if they embraced the
faith – I can hear their
underclasses crying out
for salvation even now,
and we are ready to
answer their call!”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On House Orlock
HOUSE KO’IRON
The matriarchal line of House Ko’iron can trace its
lineage back thousands of years on Necromunda.
Though its survival for such a long time is often put
down to the double-dealings of its nobles, and their
knack for picking the winning side more often than not,
the truth is Ko’iron endures because of its faith. The
devout matriarchs of the Noble House have always
enjoyed close ties with the Ministorum on Necromunda,
and dominate the upper levels of Hive Temenos – much
of their wealth tied up in the grand cathedral at its
peak and the countless pilgrim trails and shrines that
crisscross the planet below. There are even rumours
that the House was founded around the same time as
the Adepta Sororitas, during the Age of Apostasy, and
somehow the two are linked. Certainly the noble women
of Ko’iron enjoy the confidence of the Sororitas mission
on Necromunda, and many of their daughters end up
joining the ranks of the Battle Sisters.
With such close associations to the Imperial Creed, it is
little wonder that Clan Cawdor has found a sponsor in
House Ko’iron.
Though the roots of the Redemption do not dig deep into
the families of the Noble House, its members recognise
the importance of the faithful in the lower reaches of the
hive and support the spread of the Redemption to the
godless places of the toxic world. House Cawdor is also
an excellent source of soldiers for the armies of Ko’iron,
or as tithe warriors for the Frateris Militia, sent to the
Ministorum in their tens of thousands to gain favour with
the local Ecclesiarchs.
In return for their devotion and their manpower, the
pious matriarchs provide the Clan House with genuine
holy objects drawn from the stores of the Ministorum,
such as blessed battlefield relics like the bloodstained
armour of martyrs, or incense made from the grounddown bones of missionaries. Sometimes these rare and
wondrous items might even find their way into the hands
of a Cawdor gang, where they are treasured beyond
words and drive the faithful into even greater heights of
divine rapture.
85
BENEFITS
DRAWBACKS
Noble Intrigues: Any gang may form an Alliance with
House Ko’iron. In addition, House Ko’iron does not care
if a gang is Law Abiding or Outlaw – what matters is
that the Alliance benefits House Ko’iron!
Penance for the Unworthy: If the gang loses a battle,
the gang’s Leader must begin their next battle with
a Flesh Wound. Alternatively, the gang’s Leader may
choose not to suffer this Flesh Wound, but if they do so
the gang must Test the Alliance.
Strong Alliance (House Cawdor): The first time a gang
belonging to House Cawdor is required to Test the
Alliance (see page 79) with this ally, do not roll. Instead
count the result as Disquiet.
Religious Relics: While the gang is allied with House
Ko’iron they have access to the religious relics of the
local Ecclesiarchs. Choose one weapon or type of
armour carried or worn by the gang’s Leader. This item
is ‘Blessed’, and once per battle the fighter may re-roll
a single failed Hit roll or Save.
Ministorum Delegation: In the pre-battle sequence the
gang may add a House Ko’iron Ministorum Delegation
to their gang (see page 90). If the gang is facing a gang
with a higher Gang Rating than their own they must
include a House Ko’iron Ministorum Delegation, unless
they choose to Test the Alliance instead (see page 79).
Tithed to the Frateris Militia: During the pre-battle
sequence, before the Select Crew step, randomly
select one of the gang’s Gangers or Juves. The chosen
fighter has been Tithed to the Frateris Militia by House
Ko’iron and must immediately roll on the Lasting Injury
table, counting a result of Critical Injury as Memorable
Death. If the fighter survives, they gain D6 XP. If
they went into Recovery, they must miss the battle
as normal. If the fighter was killed, House Ko’iron
will compensate the gang with credits equal to the
deceased fighter’s cost.
Alternatively, the gang can choose not to have one of
its fighters seconded, but must Test the Alliance.
CORPSE HARVESTING PARTY
Recycled meat is vital to the existence of Necromunda, and the Merchant Guild is continually acquiring fresh
sources for the Corpse Grinders. Pale Consorts and Bone Scriveners are corpse prospectors, ever scouring the
hives looking for new and plentiful veins of dead meat to be turned into the next batch of corpse-starch rations.
Hidden behind macabre masks, often with ornamental rebreathers to block out the stench of their work, Pale
Consorts and their Bone Scriveners use a collection of ancient surgical tools to determine the worth of their catch.
Often, they will be seen exploring the aftermath of battles between gangs, or stalking the streets of a settlement
savaged by outlanders, stooping over the dead.
86
Pale Consorts might be prospectors of fallow flesh, but when they find a likely specimen, they are not the ones to
mine it. Following in the Pale Consort’s footsteps are the hulking shadows of Corpse Grinders, representing the
interests of their organisation, which stands as the principal beneficiary of the Merchant Guild’s efforts. Unlike the
Pale Consorts and Scriveners, each Corpse Grinder is a muscular butcher, their arms grown strong in the execution
of their grim work. Armed with saws and serrated blades, these brutes either haul the corpses whole into their body
carts or hack away the best pieces for the ration factories to refine. Should a Pale Consort be threatened, Corpse
Grinders also make for able bodyguards, their razor-toothed tools as proficient against the living as the dead.
Pale Consort
Bone Scrivener
Corpse Grinders
M
4"
4"
4"
WS
5+
5+
3+
BS
4+
4+
5+
S
3
3
4
T
3
3
3
W
1
1
2
I
4+
5+
4+
A
1
1
2
Ld
7+
7+
8+
Cl
8+
8+
7+
Wil
7+
8+
8+
Int
6+
7+
8+
COMPOSITION
A Corpse Harvesting Party consists of one Pale Consort, one Bone Scrivener and two Corpse Grinders.
CORPSE HARVESTING PARTY SPECIAL RULES
“This One’s still Moving”: During the Wrap-up step of the post-battle sequence, roll a D6 for any fighter, friend
or enemy, that went Out of Action during the battle and suffered a Critical Injury (61-65 on the Lasting Injuries
table). On a 6, change the Lasting Injury result to Memorable Death (66 on the Lasting Injuries table). The fighter
has suddenly stopped moving and is claimed by the Corpse Grinders, but any weapons and Wargear (including
armour) they were equipped with is granted to the gang that the Corpse Harvesting Party fought for, who may
immediately add it to their Stash.
A Band Apart: Members of the Corpse Guild take care of their own, especially valued representatives and their
favoured attendants. A Corpse Harvesting Party will remain separate and aloof from the gang they are working
beside, disappearing during the post-battle sequence to tend to their wounds. If a Corpse Harvesting Party fighter
goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled
12-26 Out Cold.
“Here to Help”: Unlike other fighters, a Corpse Harvesting Party is not counted during the Choose Crew step of
the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added
to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting
crew above the number specified by the scenario.
87
PALE CONSORT SPECIAL RULES
CORPSE GRINDER SPECIAL RULES
Corpse Harvesting Party Hierarchy (Leader): During
a battle, should this fighter pass a Bottle test, friendly
Corpse Harvesting Party fighters without this special
rule that have not already taken a Bottle test this round
and that are within 12" of this fighter will automatically
pass their Bottle test for that round.
Bodyguard: If the Pale Consort is hit by a ranged
attack, the controlling player may choose to transfer
the hit and all of its effects onto a Corpse Grinder
within 2" of the Pale Consort.
Group Activation (2): When a fighter with this special
rule is activated, their controlling player can choose to
activate a number of additional Ready friendly Corpse
Harvesting Party fighters equal to the number shown
in brackets that are within 3" of this fighter as part of a
‘Group Activation’:
• The controlling player must nominate all of the
fighters who will be activated in this way before any
of them is activated.
• Once all participants of the Group Activation have
been nominated, the controlling player selects one
and activates them as normal, fully resolving their
activation before selecting and activating the next.
Each fighter activates individually; groups do not
activate simultaneously.
Indentured Fighters: If the Pale Consort is removed
from play for any reason, the Corpse Grinders, without
guidance, will automatically behave as if the crew they
are part of has failed a Bottle test, regardless of how
many fighters in total have been removed from play.
EQUIPMENT
The Pale Consort is armed with a laspistol and fighting
knife, and is equipped with a medi skull, respirator and
mesh armour.
The Bone Scrivener is armed with a stiletto knife, and
is equipped with a gun skull, respirator and a cult icon.
Both Corpse Grinders are armed with a chain glaive
and are equipped with flak armour.
SKILLS
Additional fighters with this special rule activated in
this way may not use this special rule themselves.
The Pale Consort has the Fearsome and Overseer
skills. They may, however, only use the Overseer skill to
Order another member of the Corpse Harvesting Party.
BONE SCRIVENER SPECIAL RULES
The Bone Scrivener has the Fearsome skill.
Corpse Harvesting Party Hierarchy (Champion):
During a battle, should this fighter pass a Bottle test,
friendly Corpse Harvesting Party fighters without this
special rule that have not already taken a Bottle test
this round and that are within 6" of this fighter will
automatically pass their Bottle test for that round.
Group Activation (1): When a fighter with this special
rule is activated, their controlling player can choose to
activate a number of additional Ready friendly Corpse
Harvesting Party fighters equal to the number shown
in brackets that are within 3" of this fighter as part of a
‘Group Activation’:
• The controlling player must nominate all of the
fighters who will be activated in this way before any
of them is activated.
• Once all participants of the Group Activation have
been nominated, the controlling player selects one
and activates them as normal, fully resolving their
activation before selecting and activating the next.
Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in
this way may not use this special rule themselves.
Both Corpse Grinders have the Crushing Blow skill.
FACTORIA WORK GANGS
Factoria work gangs are motley groups of miscreants gathered from wherever their Rogue Factoria masters can
scrounge them. Some are criminals working off debts to their underhive bosses, while others are escapees from
uphive who came to the underhive seeking freedom and wealth but have found a life much like their old one.
88
These irregular fighters are armed with a wide array of cheap counterfeit weaponry, often taken from the cast-offs
of the factory line. So armed, they are then pressed into service as ad hoc militia for their masters. The life of a
Rogue Factoria worker is of little consequence to the Factoria’s crime lords and they are often used as fodder to
protect the manufactoria plants. Sometimes, should it be required, they might be loaned out to allied gangs to act
as expendable troops in Necromunda’s endless intergang warfare.
Factoria Overseer
Work Party Boss
Factoria Workers
M
4"
4"
4"
WS
4+
5+
5+
BS
3+
4+
5+
S
3
2
3
T
3
3
3
W
2
1
1
I
4+
4+
4+
A
2
1
1
Ld
8+
7+
8+
Cl
7+
6+
8+
Wil
6+
6+
8+
Int
6+
6+
8+
COMPOSITION
A Factoria Work Gang consists of one Factoria Overseer, one Work Party Boss and three Factoria Workers.
FACTORIA WORK GANG SPECIAL RULES
Bounteous Production: In any scenario that does not give special instructions for Loot caskets, a player
controlling a gang that includes a Factoria Work Gang may place two Loot caskets on the battlefield, rather than
the usual one.
A Band Apart: Members of the Rogue Factorias take care of their own, especially valued representatives and
their favoured attendants. A Factoria Work Gang will remain separate and aloof from the gang they are working
beside, disappearing during the post-battle sequence to tend to their wounds. If a Factoria Work Gang fighter goes
Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26
Out Cold.
“Here to Help”: Unlike other fighters, a Factoria Work Gang is not counted during the Choose Crew step of the
pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to
the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew
above the number specified by the scenario.
89
FACTORIA OVERSEER SPECIAL RULES
FACTORIA WORKERS SPECIAL RULES
Factoria Work Gang Hierarchy (Leader): During a
battle, should this fighter pass a Bottle test, friendly
Factoria Work Gang fighters without this special rule
that have not already taken a Bottle test this round
and that are within 12" of this fighter will automatically
pass their Bottle test for that round.
Bodyguard: If the Factoria Overseer is hit by a ranged
attack, the controlling player may choose to transfer
the hit and all of its effects onto a Factoria Worker
within 2" of the Factoria Overseer.
Group Activation (2): When a fighter with this special
rule is activated, their controlling player can choose to
activate a number of additional Ready friendly Factoria
Work Gang fighters equal to the number shown in
brackets that are within 3" of this fighter as part of a
‘Group Activation’:
• The controlling player must nominate all of the
fighters who will be activated in this way before any
of them is activated.
• Once all participants of the Group Activation have
been nominated, the controlling player selects one
and activates them as normal, fully resolving their
activation before selecting and activating the next.
Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in
this way may not use this special rule themselves.
WORK PARTY BOSS SPECIAL RULES
Factoria Work Gang Hierarchy (Champion): During
a battle, should this fighter pass a Bottle test, friendly
Factoria Work Gang fighters without this special rule
that have not already taken a Bottle test this round and
that are within 6" of this fighter will automatically pass
their Bottle test for that round.
Group Activation (1): When a fighter with this special
rule is activated, their controlling player can choose to
activate a number of additional Ready friendly Factoria
Work Gang fighters equal to the number shown in
brackets that are within 3" of this fighter as part of a
‘Group Activation’:
• The controlling player must nominate all of the
fighters who will be activated in this way before any
of them is activated.
• Once all participants of the Group Activation have
been nominated, the controlling player selects one
and activates them as normal, fully resolving their
activation before selecting and activating the next.
Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in
this way may not use this special rule themselves.
Indentured Fighters: If the Factoria Overseer is
removed from play for any reason, the Factoria
Workers, without guidance, will automatically behave
as if the crew they are part of has failed a Bottle test,
regardless of how many fighters in total have been
removed from play.
EQUIPMENT
The Factoria Overseer is armed with a combi-pistol
(autopistol and plasma pistol) and a shock baton, and
is equipped with mesh armour.
The Work Party Boss is armed with a laspistol and a
shock whip, and is equipped with mesh armour.
A Factoria Worker is armed with either a reclaimed
autogun or a reclaimed autopistol and a fighting knife.
Each may be armed differently.
SKILLS
The Factoria Overseer has the Commanding Presence
and the Overseer skills. They may, however, only use
the Overseer skill to Order another member of the
Factoria Work Gang.
The Work Party Boss has the Iron Will skill.
HOUSE KO’IRON MINISTORUM DELEGATION
90
When House Ko’iron wishes to interact with the faithful of the lower hive, they will send forth one of their Ministorum
Delegations. Led by a Prima Materis and defended by a pair of veteran Frateris Bodyguard, the delegation
wraps itself in the trappings of the Imperial Creed. On the surface, the Prima Materis is a priestess of the GodEmperor, and her blessings are welcomed by the lowly inhabitants of the hive. Clan Cawdor especially flock to the
outstretched hand of the Materis, her touch akin to the grace of the God-Emperor for such unworthy souls. Behind
the ritual and prayer, however, the Prima Materis is very much an agent of House Ko’iron, and enforces its will within
the lower reaches of the hive city. Gangs and gang leaders, especially those of House Cawdor, are manipulated into
doing the bidding of the House, while acts of industrial sabotage, expansion or murder are veiled behind the will of
the most holy Emperor.
While the Prima Materis is herself a competent warrior, armed with a shock stave and boltgun, both emblazoned
with the symbols of her House, it is the Frateris Bodyguard who keep trouble at bay. Veterans of wars of faith, often
returned from off-world, these scarred soldiers wear well-worn armour under their robes, and are experts in the use
of the chainblades and lasguns they carry.
Prima Materis
Frateris Bodyguards
M
5"
5"
WS
4+
4+
BS
3+
4+
S
3
3
T
3
3
W
2
1
I
4+
4+
A
2
1
Ld
5+
6+
Cl
6+
7+
Wil
6+
6+
Int
7+
7+
COMPOSITION
A House Ko’iron Ministorum Delegation consists of one Prima Materis and two Frateris Bodyguards.
HOUSE KO’IRON MINISTORUM DELEGATION SPECIAL RULES
The Emperor Protects: The members of a House Ko’iron Ministorum Delegation are devout souls who fervently
believe their every action is witnessed by Him on Terra, and as such they will not shirk from a fight. If a House
Ko’iron Ministorum Delegation fighter rolls a natural double 1 on their Cool check when making either a Rally test
or a Nerve test, they may immediately re-roll that Cool check.
A Band Apart: Members of House Ko’iron take care of their own, especially valued representatives and their
favoured attendants. A House Ko’iron Ministorum Delegation will remain separate and aloof from the gang they
are working beside, disappearing during the post-battle sequence to tend to their wounds. If a House Ko’iron
Ministorum Delegation fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are
considered to have rolled 12-26 Out Cold.
“Here to Help”: Unlike other fighters, a House Ko’iron Ministorum Delegation is not counted during the Choose
Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases,
must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters
in a starting crew above the number specified by the scenario.
PRIMA MATERIS SPECIAL RULES
House Ko’iron Ministorum Delegation Hierarchy (Leader): During a battle, should
this fighter pass a Bottle test, friendly House Ko’iron Ministorum Delegation fighters
without this special rule that have not already taken a Bottle test this round and that
are within 12" of this fighter will automatically pass their Bottle test for that round.
91
Group Activation (2) : When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
House Ko’iron Ministorum Delegation fighters equal to the number shown in brackets
that are within 3" of this fighter as part of a ‘Group Activation’:
• The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
“House Ko’iron alone
among the Noble
Houses stands to inherit
the mantle of masters
of Necromunda one
day. Once the faithless
Additional fighters with this special rule activated in this way may not use this special
rule themselves.
have been dealt with
and all bathed in the
unadulterated light of
Inspirational Leader: If this fighter is Standing, friendly fighters that are both within
6" of this fighter and able to draw a line of sight to this fighter can use this fighter’s
Cool and Willpower characteristics instead of their own for any Cool or Willpower
checks they are required to make.
the Redemption, they
will be the lords of our
world, and we, their
most devoted allies will
stand at their side.”
FRATERIS BODYGUARDS SPECIAL RULES
Bodyguard: If the Prima Materis is hit by a ranged attack, the controlling player may
choose to transfer the hit and all of its effects onto a Frateris Bodyguard within 2" of
the Prima Materis.
EQUIPMENT
The Prima Materis is armed with a master-crafted bolt pistol and a shock stave, and
is equipped with light carapace armour and a refractor field.
A Frateris Bodyguard is armed with either an eviscerator and a laspistol, or a
chainsword and a lasgun. Each may be armed differently. Each is equipped with
mesh armour.
SKILLS
The Prima Materis has the Devotional Frenzy and the Overseer skills. They may,
however, only use the Overseer skill to Order another member of the House Ko’iron
Ministorum Delegation.
The Frateris Bodyguards have the Devotional Frenzy skill.
Lord Mormaer,
Thane of Cawdor,
House Cawdor
ADDITIONAL RULES
In this section we present a collection of additional rules for running Cawdor gangs in games of Necromunda.
These rules are intended to provide Cawdor players with a variety of new options, including new skills and
abilities. This section also includes scenarios specific to House Cawdor, as well as extra scenario and post
scenario rules such as Sub-plots and House Favours, both keyed to the House of Faith.
CAWDOR HOUSE FAVOURS
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.
93
To use the Cawdor House Favours table the gang rolls 2D6, adding +1 to the
result for each gang in the campaign with a Rating greater than their own (up
to a maximum of +3). The gang then immediately applies the effects of the
Favour’s result.
CAWDOR HOUSE FAVOURS
2D6
2
3-5
6-8
9-10
11-12
13+
RESULT
Penance!: Not only have the gang’s pleas for aid been disregarded,
the nobles decide a penance must be paid. The gang must remove one
Ganger or Juve permanently from their gang roster.
Flagellation: The gang members work themselves up into a frenzy of
faith awaiting aid from above that never comes. This heightened level
of religious zeal means that they begin all battles during this Campaign
Week with D6 Faith dice in their Faith dice pool.
Scrap Shipment: The gang receives a shipment of cast-off weapons
and wargear. The player’s gang immediately gains 2D6x10 credits
worth of weapons and Wargear chosen from either the Cawdor Brethren
Equipment List if the gang is Law Abiding, or the Redemptionist
Brethren Equipment List if the gang is Outlaw. Any credits not spent on
these weapons are lost.
Blessed of Cawdor: A ‘chosen’ one appears, taking control of the gang
for a short time, before either dying or learning their place. The gang
gains a Juve who has the Gang Leader special rule. For the duration
of this Campaign Week, or until this new Leader is killed, the gang’s
actual leader loses the Gang Leader special rule. This Juve and their
equipment is free, i.e., the gang does not pay any credits from their
Stash to hire this Juve.
Vision from the God-Emperor: Roll a D6 for each member of the gang.
On a 1, that fighter immediately goes into Recovery (recovering during
the Wrap-up step of this battle). On a 2-5, they gain 1 XP. On a 6, they
gain D6 XP.
The Executioner Cometh!: One of the Thane’s Executioners descends
from hive city to aid the gang. For the remainder of the current
Campaign Week, the player’s gang can include a House Agent (see page
74) without the need to petition their House or pay a credit cost.
“Faith is its own
reward.”
Common counter from
Cawdor clanners as to
why House Cawdor is
so poor
CAWDOR SUB-PLOTS
House Cawdor gangs spread the faith of the Redemption with a fanatical devotion
that has seen the clan expand to almost every hive city on Necromunda. To be a
member of the Redemption means relentlessly pursuing the tenets of the faith –
bringing the down trodden and hopeless into the clan, but also exterminating the
mutant, heretic and unbeliever wherever they may be found.
If players are using sub-plots in their battles (see the Necromunda Rulebook), then a
Cawdor player may choose to use the Cawdor Sub-plots table rather than any of the
ones in the rulebook. Unlike the Sub-plots in the rulebook, Cawdor Sub-plots do not
use suits (i.e., any Ace drawn will represent the Test of Faith Sub-plot regardless of
its suit).
“The red right hand of
Lord Helmawr – nothing
more,
nothing less.”
CAWDOR SUB-PLOTS (ANY SUIT)
CARD
Ace
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On Enforcers
2
3
4
5
6
SUB-PLOT
Test of Faith: Reveal this Sub-plot if a Champion or Leader belonging
to your gang is Seriously Injured or taken Out of Action by an enemy
fighter. If, at the end of the Action phase, that enemy fighter is Seriously
Injured or taken Out of Action, every fighter in your gang gains 1 XP. If
the enemy fighter is not Seriously Injured or taken Out of Action by then,
this card is discarded.
Fires of Redemption: Reveal this Sub-plot if three or more enemy
fighters are subject to the Blaze condition at the same time to
immediately gain a single randomly selected Gang Tactic.
Folly of the Faithless: Reveal this Sub-plot at the start of the battle
if the enemy’s starting crew contains one or more Psykers. For the
duration of this battle, all Psykers in the enemy gang suffer a -1 modifier
to their Willpower checks. In addition, for each enemy Psyker taken Out
of Action during this battle, your gang gains D3 Reputation.
Purge them All!: Reveal this Sub-plot if at least three enemy fighters are
Seriously Injured or taken Out of Action during a single round. Your gang
immediately gains two randomly determined Gang Tactics. If the enemy
fighters were Seriously Injured or taken Out of Action by weapons with
the Blaze trait, your gang immediately gains three randomly determined
Gang Tactics instead.
Hymn of Devotion: If at the start of any of your activations two or more
friendly House Cawdor fighters have made a successful Threshold test
this round, reveal this Sub-plot. Every enemy fighter on the battlefield
suffers a -1 modifier to any Cool checks they are required to make until
the end of this round.
Martyrdom: Reveal this Sub-plot during the Choose Crew step of the
pre-battle sequence. Choose one of the fighters in your crew and tuck
this card under their Fighter card or otherwise note that they are the
subject of this Sub-plot. For the duration of this battle the chosen fighter
counts as having no weapons, armour or Wargear regardless of what
appears on their model. If the fighter manages to inflict a Serious Injury
or an Out of Action result on an enemy fighter, they earn D3 XP. If, after
achieving this feat, the fighter is then taken Out of Action, your gang
earns +2D3 Reputation.
CAWDOR SUB-PLOTS (ANY SUIT)
CARD
7
8
95
9
10
Jack
Queen
King
SUB-PLOT
Righteous are the Fallen: Reveal this Sub-plot if you win the battle with
three or fewer friendly fighters Standing and Active. If you do, your gang
gains +D3 Reputation. If you won the battle with only a single friendly
fighter Standing and Active, your gang gains +2D3 Reputation instead.
If It Doesn’t Hurt, It Doesn’t Count!: Reveal this Sub-plot when a
friendly House Cawdor Champion or Leader recovers from being
Seriously Injured (i.e., rolling a Flesh Wound when making a Recovery
test and becoming Prone and Pinned). Your gang gains +D3 Reputation.
If the recovered fighter then goes on to recover from being Seriously
Injured a second time before the end of the battle, your gang instead
earns +2D3 Reputation.
March to the Grave: Reveal this Sub-plot at the start of any round if
your gang has failed a Bottle test and your opponent has at least three
times as many fighters on the battlefield as you do. If you subsequently
go on to win the battle, your gang gains +D3 Reputation.
Rites of Doom: If at the start of any of your activations two or more of
your fighters are Engaged with the same enemy Leader or Champion,
you may reveal this Sub-plot. If at the end of the activation that enemy
Leader or Champion has been taken Out of Action, your gang gains
D3+1 Reputation.
Word of the God-Emperor: Reveal this Sub-plot when a Champion or
Leader belonging to your gang uses the Group Activation (X) special rule.
Until the start of their next activation, every fighter activated as part of
that Group Activation gains a special 3+ save roll against any hits that
cannot be modified in any way. In addition, until the start of their next
activation, every fighter activated as part of that Group Activation that
performs a Coup De Grace (Simple) action earns an additional 1 XP and
your gang gains 1 Reputation.
Reign of Madness: Reveal this Sub-plot when an enemy fighter fails a
Nerve test. For the remainder of this battle, an enemy fighter that fails
a Nerve test does not become Broken. Instead, they become subject to
the Insane condition.
Divine Possession: Reveal this Sub-plot when a Champion or Leader
belonging to your gang is taken Out of Action by an enemy fighter. The
fighter is not taken Out of Action. Instead, they regain one lost Wound
and, for the remainder of this battle, improve their Weapon Skill and
Strength characteristics by 2 (to a maximum of 2+ and 6 respectively).
However, if the fighter is taken Out of Action again during this battle,
they are removed from play as normal, two Lasting Injury rolls are made
against them and the higher result is applied.
“Always makes me
laugh these gangs
saying their goodbyes,
writing their names on
bits o’scrip, or doing
all their other little
superstitious rituals
before handing over the
goods. I tell you, if they
knew where their dead
friends were going they
wouldn’t be so tender
– I mean they don’t call
us corpse ticklers.”
Smoog Butchand,
Guild Corpse Grinder
PIETY SKILLS
The skills of House Cawdor show how faith can overcome the weakness of flesh, while wealth can be wrung from
even the most dismal of surroundings. Piety skills are unique to fighters of House Cawdor, and represent their
deep and abiding belief in the Redemption and how, doomed as they are, they have nothing to fear from the
world. They are generally restricted to the strongest of the House and gang, such as Leaders and Champions.
PIETY SKILLS
D6
1
2
3
4
5
6
Skill
Lord of Rats
Scavenger’s Eye
Blazing Faith
Unshakable Conviction
Devotional Frenzy
Restless Faith
LORD OF RATS
Friendly Juve (or Prospect) fighters that are within 12"
of this fighter and can draw line of sight to them may
apply a +2 modifier to their Cool checks and Willpower
checks. Rats, including Necromunda Rats, Bomb
Delivery Rats and any rats that feature in a battle due
to a scenario or environment special rule, that end
their movement within 3" of the fighter are immediately
moved by the smallest amount possible so they are at
least 3" away from the fighter.
SCAVENGER’S EYE
During any scenario that features loot markers,
scrap or any kind of harvested goods that are then
transformed into credits at the end of the battle, the
fighter’s gang may add an additional +1 to the dice roll
for determining their worth. For example, if a scenario
called for the gathering of loot and each loot marker
held by the gang at the end of the battle was worth
D3x10 credits, then each one would grant the fighter’s
gang (D3+1)x10 credits.
BLAZING FAITH
Should this fighter ever become subject to the Blaze
condition, they may continue to act normally rather
than acting as determined by the Trait and the
condition – though they may still suffer damage each
time they activate as normal. In addition, this fighter
ignores the effects of the Insanity condition.
UNSHAKABLE CONVICTION
This fighter may make reaction attacks while Seriously
Injured and cannot be the target of a Coup De Grace
(Simple) action. In addition, whilst Seriously Injured
this fighter may perform the Flock Together (Double)
action:
Flock Together (Double): This fighter may move a
distance equal to their Movement characteristic plus
D3", provided they move directly towards a friendly
House Cawdor fighter.
DEVOTIONAL FRENZY
When this fighter is activated, their controlling player
may declare they will use this skill. Until the start of
their next activation, improve their Weapon Skill, Cool,
Leadership and Willpower characteristics by D3, rolling
separately for each characteristic. At the end of their
activation, the fighter immediately suffers an automatic
Damage 1 hit which cannot be saved. Devotional
Frenzy can only be declared once per round.
RESTLESS FAITH
During the Choose Crew step of the pre-battle
sequence, this fighter may be taken out of Recovery
(see the Necromunda Rulebook) and included in the
deck of available fighters. If this is done and the fighter
takes part in the battle, they begin the battle with a
single Flesh Wound.
ARTICLES OF FAITH
There is no greater weapon in the arsenal of the
Imperium than faith. This is a fact as true among the
greater diaspora of humanity as it is on Necromunda,
and in the depths of the hive cities there are none more
faithful than the followers of the Redemption. Tales
abound of members of Clan Cawdor overcoming terrible
wounds, delivering devastating blows or even cheating
death itself through the strength of their belief. While
undoubtedly many of these tales are either exaggerated
or outright fabrications, enough evidence exists to make
those who have faced the warriors of the Redemption
wonder just what it might have been that turned aside
their bullet or lent strength to the attacks of their foes –
was it just luck, or was something divine at work?
Articles of Faith are a collection of rules that apply to
all House Cawdor fighters. As they focus on the faith
and conviction of the followers of the Redemption they
are not so clean cut as things like Skills, Wargear or
bionics that grant their users clearly defined benefits
at an XP or credit cost. Rather, should a Cawdor fighter
believe strongly enough in themselves, their brothers
and the God-Emperor, something miraculous might
happen. Equally though, should the fighter’s faith
falter, then the gifts of the God-Emperor that were so
graciously bestowed upon them might just as easily be
taken away.
FAITH DICE
Faith dice represent the religious zeal of a Cawdor
gang. These dice are a resource that all Cawdor gangs
(except those that have become Chaos Corrupted or
Genestealer Infected) generate over the course of a
battle, and which can be used to attempt miraculous
events known as ‘Articles of Faith’ – such as surviving
a fatal blow or making an impossible leap.
Cawdor fighters may also attempt to work themselves
up into a frenzy of faith – waving holy relics, chanting
prayers or flagellating themselves – during their
activation by performing the Beseech the God-Emperor
(Double) action:
Beseech the God-Emperor (Double): During the End
phase, roll three D6 for a fighter that performed this
action, rather than the usual one.
Faith dice can be retained from one round to the next.
However, if in the End phase, after generating Faith
dice, there are more dice in the pool than there are
friendly House Cawdor fighters on the battlefield, these
excess dice must be discarded.
USING FAITH DICE
When a Cawdor fighter activates, if there is at least one
dice in the Faith dice pool, they may attempt to invoke
an Article of Faith. Each Article of Faith only affects the
fighter performing it (unless otherwise noted) and lasts
until the start of that fighter’s next activation (unless
otherwise noted). An Article of Faith must be invoked
and performed at the start of a fighter’s activation,
before performing any actions. Attempting an Article
of Faith does not require the fighter to use one of their
actions (unless otherwise noted).
When invoking an Article of Faith, the controlling player
declares the Article of Faith the fighter is attempting
to invoke. The fighter then makes a Threshold test. To
make a Threshold test, the player chooses a number
of Faith dice to roll, removing them from the Faith dice
pool and rolling them. Once this roll has been made,
the number of dice used cannot be changed, i.e., the
player cannot roll more Faith dice to increase the total
rolled. Once a dice has been taken from the Faith dice
pool, it is used up and discarded:
GENERATING FAITH DICE
Faith is a strange thing – and those that attempt
to understand how it works probably don’t have it.
Sometimes a tide of righteous frenzy will envelop the
fighters of House Cawdor, bearing them to victory on
a tide of religious zeal. Other times the gaze of the
God-Emperor will turn away from them, leaving them to
their fate.
In the End phase of each round (including the first),
count up the number of friendly House Cawdor fighters
currently on the battlefield that are neither Seriously
Injured or Broken, and roll a D6 for each. Each dice
that rolls a 5 or 6 is added to a special pool of dice
called the Faith dice pool (this can also be represented
by tokens or notes on a piece of paper if it is easier).
• If the total result equals or exceeds the
threshold of the Article of Faith being invoked, a
miracle has occurred and the Article of Faith is
performed successfully!
• If the total result is lower than the threshold of the
Article of Faith being invoked, they have failed and
the God-Emperor has turned his back on them.
PATHS OF FAITH
While the other Clan Houses see little difference between the varied followers
of the Redemption – perhaps only making some vague distinction between the
law abiding and the outlaw – there are in fact myriad splinter faiths within House
Cawdor. Most Redemptionist faiths stay more or less true to the core tenets of the
Clan House, those rules that reflect tried and true beliefs. Some stray, or include
divergent philosophies.
These divergent beliefs are represented in games of Necromunda by the four ‘Paths
of Faith’. These are the Path of the Faithful, the Path of the Fanatic, the Path of the
Doomed, and the Path of the Redeemer.
“There is no more
perilous foe than those
who embrace false
gods, and they must be
exterminated wherever
they are found, lest
their filth infect us all!”
The Path of Faith a House Cawdor gang follows is determined by their Leader and
must be chosen when the gang is first created. Once a Path has been chosen the
Leader may not choose another or change it. However, should the Leader die, their
successor may choose their own Path – affecting the rest of the gang as normal.
Each Path grants the gang access to a different set of Articles of Faith, reflecting the
ideologies of the gang members. There are also certain benefits conferred by the
path a gang follows.
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On the Cults
of Necromunda
PATH OF THE FAITHFUL
The Path of the Faithful is the path followed by the great majority of House Cawdor.
It is the path of the Redemption, an extreme interpretation of the Imperial Creed
that fills many with dread and fear. Whilst most members of House Cawdor consider
themselves moderate, to outsiders there is little distinction between a moderate
Redemptionist and an outlawed follower of a fanatical fringe. If a Leader has chosen
this Path, their gang gains the following benefits:
• When generating Faith dice, an additional D6 is rolled for each friendly House
Cawdor Leader or Champion that is currently on the battlefield and that is not
either Seriously Injured or Broken.
• The following Articles of Faith can only be performed by members of a House
Cawdor gang that follows the Path of the Faithful.
Article of Faith
Effect
“And Contempt
shall be My
Armour!”
Whilst this Article of Faith is in effect, this
fighter and any friendly House Cawdor fighters
within 6" of them may not be targeted by and
are immune to the effects of psychic powers.
However, should the Threshold test be failed
and this Article of Faith not be invoked, this
fighter reduces their Willpower by 1 for the
remainder of this battle.
4+
“And Lo His Gaze
did Illuminate
them!”
The fighter can attack through smoke clouds
and ignores the Pitch Black rules. In addition,
if they are hit by a Flash weapon, add 1 to the
result of the Initiative check to see whether
they become subject to the Blind condition.
3+
All enemy fighters that are within 9" of this
fighter and that can draw a line of sight to this
fighter must immediately make a Nerve test.
However, should the Threshold test be failed
and this Article of Faith not be invoked, this
fighter must immediately make a Nerve test.
5+
One enemy Psyker within 12" of this fighter
and that can draw a line of sight to this fighter
must immediately make a Leadership check. If
this check is failed, the enemy psyker must roll
on the Perils of the Warp table.
5+
“And the Heart of
the Heretic was
easily cowed!”
One enemy fighter within 12" of this fighter
and that can draw a line of sight to this fighter
must immediately make an Intelligence check.
If this check is failed, they lose their Ready
marker (if they have one). However, should
the Threshold test be failed and this Article of
Faith not be invoked, this fighter’s activation
ends immediately.
8+
“And those of
Warped and
Twisted Limb shall
be Despised!”
Whilst this Article of Faith is in effect, all
friendly Cawdor fighters within 6" of this
fighter and that can draw a line of sight to this
fighter (including this fighter) may re-roll any
failed Hit rolls made against Brutes (including
Spawn), pets, critters, or enemy fighters with
mutations.
7+
“And the Word fell
upon them, and
they were Broken
by it!”
“And by Their
Works shall They
be known!”
Threshold
“With the First Canticle
are the articles of faith
uttered into the dark,
and thrice shall be the
uttering of this canticle.
Once for the Lord
Thane who keeps the
faith above all others,
once for the GodEmperor who stands on
high bathing us in his
divine light, and once
for our souls, without
which the faith would
have no meaning.”
First Canticle of Brayne
PATH OF THE FANATIC
Those who follow the Path of the Fanatic embody the frenzy of faith the Redemption
is so well known for. The Red Walk, Disciples of the Burning Brand and the Children
of Blessed Day are all examples of splinter faiths of the Redemption who follow
the Path of the Fanatic. If a Leader has chosen this Path, their gang gains the
following benefits:
• When generating Faith dice, an additional D6 is rolled for each friendly House
Cawdor fighter that is Engaged with an enemy fighter.
• The following Articles of Faith can only be performed by members of a House
Cawdor gang that follows the Path of the Fanatic.
“With the Second
Canticle are the articles
of faith ratified. Twice
is the God-Emperor
blessed, and twice
more lest our voices be
lost in the void.”
Article of Faith
“And Lo, I did
spread my Wings
and the GodEmperor carried
me aloft!”
Effect
Whilst this Article of Faith is in effect, this
fighter may add 3D6" to their Movement when
attempting to leap a gap. When attempting to
jump down to a level below, this fighter can
reduce the distance measured (and therefore
reduce the risk) by D6+2".
Threshold
5+
Second Canticle
of Brayne
Players should note that, when invoking this
Article of Faith, they must declare the move
this fighter intends to make, including the
leap or jump. If this fighter fails to pass the
Threshold test for this Article of Faith, they
must still move and attempt the leap or
jump (should they fall, their faith was clearly
lacking).
“And by our Pain
Whilst this Article of Faith is in effect, this
shall He Judge our fighter improves their Toughness by 3.
worth!”
However, this fighter will suffer a Flesh Wound.
If the fighter did not pass the threshold for
this Article of Faith, this Flesh Wound is
applied immediately. If the fighter did pass the
Threshold test, this Flesh Wound is applied
when this Article of Faith expires.
5+
Article of Faith
Effect
Threshold
“And without
The fighter immediately makes a free Charge
thought He Smote (Double) action (i.e., does not use any of their
Them Down!”
actions). However, this fighter suffers a -2
modifier to their Hit rolls for the remainder of
this round. Should the Threshold test be failed
and this Article of Faith not be invoked, this
fighter suffers a -2 modifier to their Hit rolls for
the remainder of this battle.
6+
“And His Feet
carried him into
the fray!”
The fighter can make an immediate free Move
(Simple) action. However, this fighter suffers
an immediate Flesh Wound, regardless of
whether or not they successfully pass the
Threshold test for the Article of Faith.
2+
When this fighter is hit by a ranged attack, they
do not become Prone and Pinned. However,
whilst this Article of Faith is in effect, this
fighter is unable to perform a Take Cover
(Basic) action and does not benefit from
partial cover.
5+
Unlike other Articles of Faith, this one is not
invoked at the start of a fighter’s activation.
Instead, a House Cawdor fighter may interrupt
the activation of an enemy fighter that wishes
to perform a Coup De Grace (Simple) action
against that House Cawdor fighter.
5+
“And He stood
Defiant upon the
mountain!”
“And He Gave
Unto Them
the Emperor’s
Mercy!”
If the Threshold test is passed, this fighter may
interrupt that fighter’s activation to perform a
free Fight (Basic) action targeting the fighter
performing the Coup De Grace (Simple) action.
Note that this may prevent the Coup De Grace
(Simple) action from being performed at all.
“They worship only coin
and that which can be
bought or sold – how
I pity them for they
are poor beyond their
understanding.”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On the
Merchant Guild
PATH OF THE DOOMED
The Path of the Doomed draws upon the core beliefs of the Redemption, and
relishes in the death of all things. The Forsaken Truth, the Scions of the Void and the
Cult of the True Resurrection are all examples of splinter faiths of the Redemption
who follow the Path of the Doomed. If a Leader has chosen this Path, their gang
gains the following benefits:
• If the Leader is Seriously Injured or has been taken Out of Action, or if the gang
has failed a Bottle test, Faith dice are generated on a roll of 4+, rather than the
usual roll of 5 or 6.
• The following Articles of Faith can only be performed by members of a House
Cawdor gang that follows the Path of the Doomed.
“With the Third Canticle
are the articles of faith
enacted. Only once we
cast away fear, doubt
and reason, for this is
the canticle upon which
our faith is to be tested,
and none who cling to
trepidation can hope to
Article of Faith
“And the people
Rose Up in their
multitudes to aid
Him!”
continue beyond this
point.”
Third Canticle
of Brayne
Effect
If the Threshold test to invoke this Article of
Faith is passed, this fighter may forfeit their
actions for this activation to add D3 extra
Cawdor fighters to the battlefield (these must
be fighters belonging to this fighter’s gang
who were not part of the crew for this battle).
These new fighters arrive immediately and are
deployed with Ready markers, touching the
battlefield edge closest to this fighter, but not
within 9" of an enemy fighter.
Threshold
8+
However, should the Threshold test be failed
and this Article of Faith not be invoked, one
randomly determined fighter belonging to this
fighter’s gang that is not part of the crew for
this battle is immediately taken Captive by the
enemy gang.
“And by the
manner of his
Death did the
Emperor judge
him!”
The fighter may immediately perform a
single Move (Simple) action. After they have
moved, centre the Large Blast (5") marker
on them. All fighters under the marker suffer
an automatic Str 3, Ap-, D1 hit. Once all hits
have been resolved, this fighter goes Out of
Action.
5+
Article of Faith
Effect
Threshold
“And in the Grace
of the Emperor
even Death was
Defied!”
Whilst this Article of Faith is in effect, this
fighter ignores the effects of being Seriously
Injured and cannot be taken Out of Action until
the end of their next activation, at which time
they automatically go Out of Action.
8+
“And in His Light
were they struck
blind!”
Any fighter that is within 6" of this fighter
(including this fighter) cannot make ranged
attacks against targets more than 3" away
from them, nor can they be targeted by a
ranged attack made by a fighter that is more
than 3" away from them.
5+
In the End phase of this round, the enemy
gang must count those fighters belonging to
this fighter’s gang that have gone Out of Action
as if they were friendly fighters when making a
Bottle test.
11+
Whilst this Article of Faith is in effect, this
fighter increases their Strength and Toughness
by a number equal to the number of friendly
House Cawdor fighters with the Gang Fighter
(Ganger) special rule that have gone Out of
Action (to a maximum of +3). However, should
the Threshold test be failed and this Article
of Faith not be invoked, this fighter reduces
their Strength and Toughness by 1 for the
remainder of this battle.
6+
“And a river of
blood did Drown
Them!”
“And upon a
Fortress of Bone
shall my Strength
be built!”
“With the Fourth
Canticle are the articles
of faith maintained.
Twice and thrice and
over and again is this
Fourth Canticle recited,
for in the silence of our
absent prayers do we
fall from faith and give
ourselves over to the
waiting void.”
Fourth Canticle
of Brayne
PATH OF THE REDEEMER
There are faithful within the Redemption who see it as their duty to purify the souls
of the faithless – these follow the Path of the Redeemer. The Red Redemption, the
Followers of Klovis and the Glorium Excrucium are all examples of splinter faiths of
the Redemption who follow the Path of the Redeemer. If a Leader has chosen this
Path, their gang gains the following benefits:
• When generating Faith dice, roll one additional dice for each enemy fighter that is
either Seriously Injured or that was taken Out of Action during this round.
• The following Articles of Faith can only be performed by members of a House
Cawdor gang that follows the Path of the Redeemer.
“There is no crime on
Necromunda save crime
against the faith.”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On the Criminal
Elements of
Necromunda
Article of Faith
Effect
Threshold
“And each Blow
shall be a Barb
unto my enemy’s
flesh!”
Any enemy fighter that wishes to make a close
combat attack that targets this fighter must
first make a Willpower check. If this check is
failed, that fighter immediately suffers a Flesh
Wound.
5+
“And Flame shall
Burn Away their
sin!”
Whilst this Article of Faith is in effect, attacks
made by this fighter with weapons that have
the Melee or Versatile trait gain the Blaze trait.
However, should the Threshold test be failed
and this Article of Faith not be invoked, this
fighter immediately becomes subject to the
Blaze condition.
3+
“And with Iron
Teeth shall they
be Devoured!”
Whilst this Article of Faith is in effect, this
fighter may re-roll any failed Wound rolls
made when using a chain weapon (e.g.,
a chainsword, chainaxe, chain glaive or
eviscerator).
5+
“And Agony
brought the
unbelievers Low!”
Whilst this Article of Faith is in effect, enemy
fighters that have suffered a Flesh Wound, that
are within 6" of this fighter and that can draw
a line of sight to this fighter can only perform a
single action during their activation. However,
should the Threshold test be failed and this
Article of Faith not be invoked, this fighter
can only perform a single action during this
activation.
7+
Article of Faith
“And in His Gaze
were they Found
Wanting!”
Effect
The fighter can use their activation to
‘Judge’ one enemy fighter that is within 9"
and that they can draw a line of sight to. A
Judged fighter must immediately make a
Willpower check. If this check is failed, they
cannot perform any actions during their next
activation.
“And Death could If this fighter is taken Out of Action before their
not stay His
next activation, one enemy fighter chosen by
Righteous Wrath!” this fighter’s controlling player that is within 6"
of this fighter and that can draw a line of sight
to this fighter suffers an automatic Str 5, Ap-1,
D2 hit.
Threshold
9+
7+
“With the Fifth Canticle
are the articles of faith
begun again. For faith
does not end when
the miracle has been
revealed.”
DESIGNER’S NOTE: FORGE YOUR OWN PATH
During Campaign play, should players wish, they can choose not to follow any of
the Paths of Faith previously described and can instead forge their own. Doing
so allows a gang leader to choose up to four Articles of Faith which will form the
basis for their gang’s unique beliefs. However, selecting this option does enable
players to choose a combination of Articles of Faith that may prove very powerful
when used in battle. It is therefore essential that, should a player wish to forge
their own Path, the Arbitrator first grants permission.
Should a gang leader wish to forge their own Path, follow these steps:
• Name your Path: Before forging their own Path, the player must first name the
Path. Doing so is an essential step that will help define the beliefs of the gang.
Without this first step, players may simply be choosing what they feel is the best
combination of Articles of Faith to use, and that should be avoided!
• Choose your Beliefs: Choose up to four different Articles of Faith from those
listed previously. These will form the basis of the gang’s unique Path of Faith.
This could be one Article of Faith from each Path, or any other combination the
player wishes.
Finally, players should note that when forging their own Path, their gang will not
gain any of the benefits associated with any of the Paths of Faith.
Fifth Canticle of Brayne
CAWDOR TERRAIN
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.
Cawdor 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 game the gang plays unless noted otherwise.
“I mean, seriously –
who but House Cawdor
brings some poor sot in
a cage to
a gunfight?”
Dev Cannor,
Beasts of B-Town,
House Escher
PLACING GANG TERRAIN
Gang terrain is placed on the battlefield before any fighters are deployed. A gang
can place its terrain in its own deployment area, or, if noted, in no-man’s-land (i.e.,
anywhere outside their opponent’s deployment zone and their own deployment
zone). Some pieces of terrain (as noted in their descriptions) can only be used if the
gang is the defender in a scenario with an attacker and a defender.
CAWDOR TERRAIN
Terrain
Divine Brazier
Incendiary Trap
Hive Incense
Caged Heretic
Holy Gang-Relic
Cost
80 credits
30 credits
40 credits
40 credits
30 credits
Availability
Common
Common
Rare (7)
Rare (9)
Rare (8)
HIDDEN TRAPS
Some traps are cunningly hidden among the gloom and debris of the underhive,
fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise.
If a trap uses the Hidden Traps rule then it is represented on the battlefield by
not one but six markers. These markers can be tokens, or appropriate terrain
elements on 25mm bases. When preparing these markers, one out of the six is
the real trap (mark its underside, or secretly make a note to determine which one
is real), the others are false traps. When a fighter triggers a trap, as detailed in
the trap’s description, it is revealed. False traps are discarded while the real trap
remains on the battlefield. Note that even when the real trap is revealed, other
false traps remain on the battlefield until they have been interacted with – this is
important if more than one trap is in play, as it will keep the enemy guessing as
to just how many traps remain to be discovered.
DIVINE BRAZIER
The gangs of House Cawdor often daub symbols of the faith on the walls of the
underhive, or bring along icons hammered together from hive scrap to inspire them –
these icons are more often than not on fire. A Divine Brazier can be placed anywhere
in the Cawdor gang’s deployment zone. If the Pitch Black rules are being used then
all fighters within 3" of the Divine Brazier count as revealed. As a simple action, any
fighter may dip a weapon with the Melee or Versatile trait in the brazier, giving the
weapon the Blaze trait until the End phase of the following round.
A Divine Brazier should be represented by a 32mm marker or a piece of terrain
modelled on a 32mm Necromunda base.
INCENDIARY TRAP
The gangs of House Cawdor often make crude incendiary traps that can douse an
entire area in flame. An Incendiary Trap is a Hidden trap (as described previously)
and has the following profile:
Weapon
Incendiary Trap
Rng
S
L
-
Acc
S
L
-
Str Ap
2 -2
D
1
Am
-
Traits
Blast (5"),
Blaze,
Single Shot
HIVE INCENSE
As part of their religious rites, House Cawdor gangs often burn holy censers or tapers
of incense – perhaps having seen such rituals being performed by the priests of the
Ministorum. Unlike that august organisation, however, the incense burned by the
Redemption is often far from ‘holy’. Hive Incense may be placed anywhere on the
battlefield that is not within the enemy gang’s deployment zone and not within 6"
of an enemy fighter. Any ranged attack that is made into, out of or across the area
within 3" of the Hive Incense suffers a -1 modifier to the Hit roll.
In addition, all fighters – with the exception of House Cawdor fighters – that start
their activation within 3" of a Hive Incense marker must make a Toughness check as
if they had been hit by a weapon with the Gas trait (allowing them to use the modifier
granted by filter plugs or a respirator, for example). If this check is failed, their first
Move (simple) action must be made in a random direction, as determined by the
Scatter dice.
Hive Incense is represented by a 32mm marker or a piece of terrain modelled on a
32mm Necromunda base.
“They are not the gods
they think themselves
to be. For all their
power when the day of
judgement comes, they
will stand naked before
the God-Emperor and
be found wanting.”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
On the
Noble Houses of
Necromunda
CAGED HERETIC
As a warning to the faithless, House Cawdor gangs will sometimes bring along
heretics, mutants or other unclean prisoners to display to their enemies. Transported
in swaying gibbets, the prisoners are hung over the battlefield, where their piteous
cries act as a reminder to the unworthy as to the price of opposing the Redemption.
A Caged Heretic may be placed anywhere on the battlefield that is not within the
enemy gang’s deployment zone and not within 6" of an enemy fighter. All fighters –
with the exception of House Cawdor fighters – that end their movement within 6" of a
Caged Heretic must make a Nerve test.
“Go for the eyes Sook,
go for the eyes!”
Codic Cripplefingers,
ordering his sheen bird
to attack
Caged Heretics cannot be targeted by shooting (it is assumed they cower in their
cages if shot at), though if they are caught under a Blast marker or template roll a D6
– on a 3+ they are unaffected, otherwise they are destroyed and removed from the
battlefield. Enemy fighters may also attempt to free the Caged Heretic by performing
a Double action while in base contact with the Caged Heretic and making a Strength
or Intelligence check. If the check is passed, remove the Caged Heretic from the
battlefield and the fighter that freed them gains D3 XP.
A Caged Heretic is represented by a 32mm marker or a piece of terrain modelled on
a 32mm Necromunda base.
HOLY GANG-RELIC
Holy Gang-Relics are sacred objects that hold great significance to the Redemption.
It might be a battered autopistol (now long broken) that was once wielded by a
great ‘saint’ of the clan, or perhaps a shattered fragment of armour that in a certain
light looks like the face of the God-Emperor (or at least how the followers of the
Redemption believe his face to look). A Holy Gang-Relic counts as a Gang Relic (see
the Necromunda Rulebook). In addition, Cawdor fighters within 6" of a Holy GangRelic are filled with a fervent zeal as they attempt to protect the object, and may
apply a +1 modifier to both their Hit and Wound rolls.
Cawdor gangs can only include a Holy Gang-Relic if they are the defender in a
scenario with an attacker and defender.
A Holy Gang-Relic can be represented by a 40mm marker or a piece of terrain
modelled on a 40mm Necromunda base.
If an enemy fighter is able to get within 1" of a Holy Gang-Relic, they can make a
Defile Relic (Double) action. Once a Holy Gang-Relic has been defiled, it loses its
special rules and cannot be defiled again. In a campaign, a fighter who defiles a Holy
Gang-Relic gains D3 XP.
HOUSE CAWDOR SCENARIOS
‘Faith is our weapon, fire is our retribution!’
Tobin Bor the Blessed
House Cawdor is rightly known as the House of Faith, so consumed are its people
by their adherence to the Cult of the Redemption. This extreme set of beliefs colours
everything the clan does, and by extension everything its gangs do as they make
their presence known within the underhive. A House Cawdor gang is always trying
to advance the agenda of the Redemption, whether it is destroying those most
hated foes of the God-Emperor, such as mutants, witches and wyrds, or attempting
to convert more hivers to their cause. Perhaps the most disturbing aspect of their
behaviour in the name of the Redemption is not the tenets of the faith itself, but the
blind zeal in which the Cawdor gangers execute them. When a Cawdor gang enters
into a fight in the name of their faith there can be no backing down, no respite or
quarter, only the victory of the Redemption or their martyrdom in its name.
The following scenarios are designed to reflect some of the tactics and religious
practises of House Cawdor. They include crusades into the underhive to cleanse an
area of any who oppose the ways of the Redemption, and acts of conversion, where
the newly faithful must test their worthiness to the clan. When a Cawdor player has
the option of choosing the scenario for their game they can, with the permission
of the Arbitrator, choose one of the following scenarios. Where one player is the
attacker and the other is the defender, this will be detailed in the scenario.
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.
“Burn away the flesh to
find the faith beneath.”
Common Cawdor
underhive saying
RIGHTEOUS CRUSADE
RIGHTEOUS CRUSADE
A gang brings the fire of the Redemption to the underhive.
BATTLEFIELD
ENDING THE BATTLE
This scenario uses the Battlefield Set-up guidelines, as
described in the Necromunda Rulebook.
The battle ends when only one gang has fighters
remaining on the battlefield or all four quarters of the
battlefield have been claimed by the attacker.
ATTACKER AND DEFENDER
In this scenario, one gang is the attacker and the other
is the defender. If one gang is a Cawdor gang and their
opponent is not, then the Cawdor gang is 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.
VICTORY
The attacker wins if they have claimed all four quarters
of the battlefield (see opposite). Otherwise the side
with fighters remaining on the battlefield at the end of
the battle is victorious.
REWARDS
CREDITS
If the attacker claims all four quarters of the battlefield,
they add 2D6x10 credits to their Stash.
If the defender has any fighters remaining on the
battlefield at the end of the battle, they add D6x10
credits to their Stash.
EXPERIENCE
Each fighter who took part in the battle earns 1 XP.
DEPLOYMENT
The defender deploys first, dividing the battlefield into
four quarters and placing at least one fighter in each
quarter (unless they have fewer than four fighters). The
attacker then deploys their entire crew, each fighter
within 2" of one of the battlefield edges, at least 6"
from a defending fighter and (if possible) within 12" at
least one other fighter from their crew.
Each defending fighter still on the battlefield at the end
of the battle earns 1 additional XP.
GANG TACTICS
If either gang bottled out, they lose 1 Reputation.
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.
REPUTATION
If the defender is victorious, they gain D3 Reputation.
If the attacker is victorious, they gain D3 Reputation.
CLEANSING THE UNDERHIVE
The attacker is attempting to cleanse an area of the underhive and to drive out the
faithless. To do this, they must chase them from the battlefield.
From the End phase of the third round onwards, the attacker can begin claiming
quarters of the battlefield. In the End phase of the third round, and every round
after, if the attacker has at least one Standing fighter within 2" of the centre point of
a battlefield quarter, and if there are no defending fighters at all in that quarter (not
even Seriously Injured fighters), the attacker may claim that quarter as their own.
Once a quarter has been claimed, defending fighters can no longer voluntarily
enter it. Should a defending fighter find themselves within a quarter the attacker
has claimed during the End phase, they are removed from the battlefield in the End
phase (count them as having gone Out of Action).
THE FINAL QUARTER
Once three quarters have been claimed by the attacker, the attacker may claim
the fourth quarter even if there are still enemy fighters within its boundaries. The
attacker can claim the final quarter if they have at least one Standing fighter within
2" of the centre point of the final quarter and the defender has no fighters at all (not
even Seriously Injured fighters) within 3" of the centre point of the final quarter.
“Though he might
be the master of our
world, he too stands a
servant in the gaze of
the God-Emperor of all
Mankind.”
Coif Coffinail,
Brethren of Bones,
House Cawdor,
Claiming the final quarter brings the battle to an end, though it does not cause
defending fighters to go Out of Action.
On
Lord Helmawr
TEST OF FAITH
TEST OF FAITH
A gang tests the faith of its newest members.
BATTLEFIELD
ENDING THE BATTLE
This scenario uses the Battlefield Battlefield Set-up
guidelines, as described in the Necromunda Rulebook.
The battle ends either when only one gang has fighters
remaining on the battlefield, when there are no
Unworthy on the battlefield, or when the Unworthy have
completed six trials.
ATTACKER AND DEFENDER
In this scenario, one gang is the attacker and the other
is the defender. If one gang is a Cawdor gang and their
opponent is not, then the Cawdor gang is 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. Both players
use the Custom Selection (10) method to choose
their crew.
VICTORY
If the Unworthy completed six trials, the attacker is the
winner. Otherwise the defender is victorious.
REWARDS
EXPERIENCE
Each fighter who took part in the battle earns 1 XP.
Each Unworthy who completed at least one trial earns
D3 XP.
REPUTATION
The victorious gang gains D3 Reputation.
This scenario uses the standard rules for deployment,
as described in the Necromunda Rulebook.
If the Unworthy completed each of the six trials
(i.e’, all six of the listed trials, not just six trials in
any combination), their gang gains an additional
D3+1 Reputation.
GANG TACTICS
If either gang bottled out, they lose 1 Reputation.
DEPLOYMENT
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.
THE UNWORTHY
At the start of the battle, the attacker chooses three of their fighters to be the
Unworthy. These must be the three fighters in their crew with the lowest credit cost,
and cannot be a Leader or Champion.
TRIALS OF FAITH
During the course of the battle the Unworthy must prove themselves. When an
Unworthy completes one of the following trials, make a note; should the Unworthy
(individually or as a group) complete six trials, the battle ends.
Note that each trial can be completed more than once and that, in many battles,
some trials must be completed more than once in order to complete six trials. This is
because in many battles some of the trials simply will not be possible. For example,
not all enemy gangs will contain a Brute or a fighter with psychic powers. Should the
Unworthy successfully complete all six of these trials, their gang earns an additional
reward in the form of Reputation, as described previously:
• Perform a Coup De Grace (Simple) action against an enemy fighter.
• Recover from being Seriously Injured.
• Inflict a wound on an enemy Leader or Champion.
• Cause a Serious Injury against or take Out of Action an enemy fighter who has
psychic powers.
• Cause a Seriously Injury against or take Out of Action an enemy Brute.
• Survive being on fire (i.e., survive whilst subject to the Blaze condition as a result
of being hit by a weapon with the Blaze trait) for three consecutive rounds.
“I’ve never seen
a bigger pile of
rubbish than House
Cawdor’s arsenal
– rusting knives
tied to the end of
rotten sticks, guns
that look like they’ll
explode the first
time you squeeze
the trigger, and
grenades that are as
likely to go off in your
hand as do anything
to the enemy. Of
course, whether
or not a grenade
works is pretty
meaningless when
its owner is happy to
simply smash your
brains out with it!”
Big Guns Graz,
Sumpcity
Ammo-jack
HOUSE CAWDOR GANGERS & JUVES
One of the defining aspects of House Cawdor is the
ragged appearance of their fighters. This typically
means, as shown on these miniatures, that their dress
will be a mismatch of faded leather, drab browns and
stained whites. This can then be contrasted with a
unifying splash of colour, in this case the blue that
links all these fighters together.
WORD-KEEPER WITH
HAND FLAMER
AND TWO-HANDED AXE
BRETHREN WITH
RECLAIMED AUTOGUN
BRETHREN WITH
POLEARM/BLUNDERBUSS
BRETHREN WITH
RECLAIMED AUTOGUN
Drawn from the midden heaps of the Clan House,
Cawdor gangers fight with scavenged guns and any
weapon that comes to hand. Almost without exception
this means their weapons are tarnished and rusted.
They can even look cobbled together from parts,
each portion of the gun or blade painted in a differing
metallic to show just how ramshackle they are.
FIREBRAND WITH
HEAVY CROSSBOW
BONEPICKER WITH
TWO STUB GUNS
BONEPICKER WITH
RECLAIMED AUTOPISTOL
AND FLAIL
BONEPICKER WITH
RECLAIMED STUB GUN
AND AXE
REDEMPTIONISTS
The colours of the Redemption
are those of blood and fire, as
can be seen on these fighters for
the House of Faith.
This gives them a dark and
menacing appearance and
leaves no one in doubt as to their
holy purpose of bringing heretics
to righteous justice.
REDEMPTOR PRIEST
WITH CHAIN AXE
REDEMPTIONIST ZEALOT
WITH EVISCERATOR
Despite their outlaw status,
Redemptionists are often more
uniform in their appearance
than their more mainstream
brothers from House Cawdor. This
translates into religious looking
garments with a uniform colour.
REDEMPTIONIST BRETHREN
WITH AUTOGUN FITTED
WITH AN EXTERMINATOR
REDEMPTIONIST BRETHREN
WITH SHOTGUN FITTED
WITH AN EXTERMINATOR
Additions such as the flames
painted onto the hems of their
robes can be further used to
differentiate fighters and pick out
important Champions or Leaders.
To contrast with the red, black and
dark leather of their clothes, their
weapons are tarnished gun metal
and brass, though are still clean
and functional looking. For a final
touch, some of the weapons have
hazard stripes painted onto their
hoses or plating showing their
superior manufacture.
REDEMPTIONIST BRETHREN
WITH FIRE PIKE
REDEMPTIONIST DEACON
WITH TWO AUTO PISTOLS
COLOURS OF HOUSE CAWDOR
While red, orange and black are undeniably the colours
of the Redemption, the addition of religious icons is
another way to tie miniatures to the House of Faith. Here
an Ambot, painted in the colours of House Cawdor, has
had pieces from the Cawdor gang frame added to make
it more ‘sacred’, while the addition of purity seals on the
Ogryn make it clear who it serves. These little touches
are often all it takes to transform a generic Hired Gun or
Hanger-on into a member of the faith.
CAWDOR ‘AMBOT’
REDEMPTIONIST BRETHREN
CAWDOR LOOKOUT
CAWDOR SLAVE OGRYN
HOUSE CAWDOR WEAPONRY
STUB GUN
RUST-SPRING PISTOL
SECTOR 9 SCRAPHAUL
MAUL (CLUB)
SAW-TOOTH ‘CORPSE-SPLITTER’
HIVE MORTIS MANUFACTURE
RECLAIMED AUTOPISTOL
‘REFURBISHED’ AUTO
HOUSE CAWDOR ‘PATTERN’
FIGHTING KNIFE
HEATHEN SKINNER
BLESSED-BONE GRIP
RECLAIMED AUTOPISTOL
‘CLICKER’ AUTOPISTOL
HAB-MADE SMALL ARMS
FLAIL
CHAIN FLAIL ‘ENLIGHTENER’
HOLY HOUSE ARMOURY
HEAVY CROSSBOW
ARBALEST ‘JUDGEMENT’
THANE-BLESSED
CHAIN GLAIVE
DIVINE RETRIBUTION ‘PATTERN’
HOUSE CAWDOR MANUFACTURE
RECLAIMED AUTOPISTOL
BELT-FED STUTTER GUN
HIVE PRIMUS SCAVENGE
REDEMPTIONIST WEAPONRY
BELT FED AUTOPISTOL
PRIMUS PATTERN
HOUSE CAWDOR
SHOTGUN WITH EXTERMINATOR
‘HOLY WRATH’
WASTELAND CRUSADE M40
AUTOGUN WITH EXTERMINATOR
CUSTOM HOUSE ARMOURIES
REDEMPTOR ISSUE
FIRE PIKE
REDEEMER PATTERN
HOUSE CAWDOR
EVISCERATOR
‘EMPEROR’S TEETH’
REDEMPTIONIST CRUSADE
HAB-PATTERN AUTOPISTOL
HC LITE ARMS
REDEMPTOR ISSUE
CHAINAXE WITH EXTERMINATOR
‘FAITH AND FIRE’
SUMP CRUSADE M41
WEAPON REFERENCE CHART
This reference section contains weapon profiles, wargear rules and weapon traits for all of the weapons and
Wargear available to House Cawdor gangs and their allies.
BASIC WEAPONS
Rng
Acc
Weapon
S
L
S
L Str
Autogun
8" 24" +1 3
Master-crafted autogun 8" 24" +1 3
Reclaimed autogun
8" 24" +1 3
Boltgun
12" 24" +1 4
Cawdor polearm with autogun
Polearm
E 2" -1
- S+1
Autogun
8" 24" +1 3
Master-crafted Cawdor polearm with autogun
Master-crafted polearm E 2" -1
- S+1
Master-crafted autogun 8" 24" +1 3
Cawdor polearm with blunderbuss
Polearm
E 2" -1
- S+1
Blunderbuss
- With grape shot
T
2
- With purgation shot
T
3
- With Emperor’s Wrath
rounds
8" 12" -1 4
Master-crafted Cawdor polearm with blunderbuss
Master-crafted polearm E 2" -1
- S+1
Master-crafted blunderbuss
- With grape shot
T
2
- With purgation shot
T
3
- With Emperor’s Wrath
rounds
8" 12" -1 4
Combat shotgun
- With salvo ammo
4" 12" +1 4
- With shredder ammo
T
2
Lasgun
18" 24" +1 3
Sawn-off shotgun
- With solid shot
8" 16" +1 4
- With scatter shot
4" 8" +2 2
Shotgun
- With solid ammo
8" 16" +1 4
- With scatter ammo
4" 8" +2 2
- With executioner ammo 4" 16" -1 +1 4
- With inferno ammo
4" 16" +1 4
- With retributor ammo
4" 8" +1 4
Throwing knives
Sx2 Sx4 -1
-
Ap
-1
D
1
1
1
2
Am
4+
4+
5+
6+
Traits
Rapid Fire (1)
Master-crafted, Rapid Fire (1)
Rapid Fire (1)
Rapid Fire (1)
-
1
1
5+
Melee, Unwieldy, Versatile
Rapid Fire (1)
-
1
1
5+
Master-crafted, Melee, Unwieldy, Versatile
Master-crafted, Rapid Fire (1)
-
1
-
-
1
1
6+
6+
Plentiful, Scattershot
Blaze, Scarce
-1
2
4+
Knockback, Pulverise
-
1
-
-
1
1
6+
6+
Plentiful, Scattershot
Blaze, Scarce
-1
2
4+
Knockback, Master-crafted, Pulverise
-
2
1
1
4+
4+
2+
Knockback, Rapid Fire (1)
Scattershot, Template
Plentiful
-
2
1
4+
4+
Knockback, Plentiful
Plentiful, Scattershot
-2
-1
2
1
2
2
1
-
4+
4+
6+
4+
5+
5+
Knockback
Scattershot
Knockback, Limited
Knockback, Limited
Blaze, Scattershot
Scarce, Silent, Toxin
Melee, Unwieldy, Versatile
Master-crafted, Melee, Unwieldy, Versatile
AUXILIARY WEAPONS
Weapon
Exterminator
Rng
S
L
T
Acc
S
L
-
Str Ap
3 -1
D
1
Am
*
Traits
Blaze, Single Shot, Template
Str Ap
3
3
3
-
D
1
1
1
Am
4+
4+
5+
Traits
Rapid Fire (1), Sidearm
Master-crafted, Rapid Fire (1), Sidearm
Rapid Fire (1), Sidearm
PISTOLS
Rng
Acc
Weapon
S
L
S
L
Autopistol
4" 12" +1 Master-crafted autopistol 4" 12" +1 Reclaimed autopistol
4" 12" +1 Compact autopistol
(Gun Skull)
4" 12" +1 Bolt pistol
6" 12" +1 Master-crafted bolt pistol 6" 12" +1 Rogue Factoria pattern combi-pistol
Primary component:
Autopistol
4" 12" +1 Secondary component:
Plasma pistol
6" 12" +2 Hand flamer
T
Laspistol
8" 12" +1 Stub gun
6" 12" +2 - With dumdum rounds
5" 10" +1 -
2
4
4
-1
-1
1
2
2
4+
6+
6+
Rapid Fire (1), Scarce
Sidearm
Master-crafted, Sidearm
3
-
1
4+
Combi, Rapid Fire (1), Sidearm
5
3
3
3
4
-1
-
2
1
1
1
1
5+
5+
2+
4+
4+
Combi, Scarce, Sidearm
Blaze, Combi, Template
Combi, Plentiful, Sidearm
Combi, Plentiful, Sidearm
Combi, Limited, Sidearm
Str Ap
D
Am
Traits
SPECIAL WEAPONS
Rng
Weapon
S
L
Cawdor pattern combi-weapon
Primary component:
Autogun
8" 24"
Secondary component:
Flamer
T
Fire pike
T
Flamer
T
Grenade launcher
- With frag grenades
6" 24"
- With krak grenades
6" 24"
- With photon
flash grenades
6" 24"
- With smoke grenade
6" 24”
Long rifle
24" 48"
Master-crafted long rifle 24" 48"
Storm-welder
(‘Jotunn’ Servitor)
8" 16"
Acc
S
L
+1
-
3
-
1
4+
Combi, Rapid Fire (1)
-
-
4
4
4
-1
-2
-1
1
1
1
5+
5+
5+
Blaze, Combi, Template, Unstable
Blaze, Rending, Template
Blaze, Template
-1
-1
-
3
6
-2
1
2
6+
6+
Blast (3"), Knockback
-
-1
-
+1
+1
4
4
-1
-1
1
1
5+
4+
4+
4+
Blast (5"), Flash
Blast (*), Smoke*
Knockback
Knockback, Master-crafted
+1
-
5
-
1
3+
Rapid Fire (3), Reckless, Shock, Unstable
HEAVY WEAPONS
Weapon
Cawdor heavy crossbow
- With frag shell
- With krak shell
Heavy flamer
Heavy stubber
Twin-linked heavy
stubber (Stig-shambler)
Rng
S
L
Acc
S
L
Str Ap
D
Am
Traits
15" 30"
15" 30"
T
20" 40"
-
-1
-1
-1
4
6
5
4
-2
-2
-1
1
2
1
1
4+
6+
5+
4+
Blast (5"), Knockback, Unwieldy
Unwieldy
Blaze, Template, Unwieldy
Rapid Fire (2), Unwieldy
20" 40"
-
-1
4
-1
2
4+
Rapid Fire (3), Twin-linked, Unwieldy
Traits
CLOSE COMBAT WEAPONS
Rng
S
L
Acc
S
L
Str Ap
D
Am
-
E
-
-
S+2 -3
3
-
Blaze, Melee
-
E
E
E
E
E
-
+1
+1
S+1
S+1
S
S+1
S+1
-1
-1
-1
-1
2
1
2
1
1
-
Chain glaive
Master-crafted
chain glaive
Chainsword
Master-crafted
chainsword
Cleaver
Eviscerator
- Melee
- Ranged
Master-crafted eviscerator
- Melee
E
2"
-1
-
S+2 -2
2
-
Knockback, Melee
Disarm, Melee
Melee, Rending
Disarm, Melee, Parry, Rending
Disarm, Master-crafted, Melee,
Parry, Rending
Melee, Unwieldy, Versatile
E
-
2"
E
-1
-
- S+2 -2
+1 S -1
2
1
-
Master-crafted, Melee, Unwieldy, Versatile
Melee, Parry, Rending
-
E
E
-
+1 S -1
- S+1 -1
1
1
-
Master-crafted, Melee, Parry, Rending
Disarm, Melee
E
-
1"
T
-
-
S+1 -1
3 -1
1
1
5+
Melee, Sever, Shred, Unwieldy, Versatile
Blaze, Scarce, Template
E
1"
-
-
S+1 -1
1
-
- Ranged
Fighting knife
Master-crafted
fighting knife
Flail
-
T
E
-
-
-1
-1
1
1
5+
-
Master-crafted, Melee, Sever, Shred,
Unwieldy, Versatile
Blaze, Master-crafted, Scarce, Template
Backstab, Melee
-
E
E
-
S -1
+1 S+1 -
1
1
-
Weapon
Arc welder
(‘Jotunn’ servitor)
Augmetic fist
(‘Jotunn’ servitor)
Axe
Beak & talons (Sheen Bird)
Chainaxe
Master-crafted chainaxe
3
S
Backstab, Master-crafted, Melee
Entangle, Melee
Weapon
Grav fist (Ambot)
- Melee
- Ranged
Greatsword
Master-crafted
greatsword
Heavy club
Maul (club)
Polearm
Power hammer
Power sword
Shock baton
Shock whip
Shock stave
Spud-jacker
(‘Jotunn’ servitor)
Stiletto knife
Tunnelling claw (Ambot)
- Melee
- Ranged
Two-handed axe
Master-crafted
two-handed axe
Two-handed hammer
Rng
S
L
Acc
S
L
Str Ap
D
Am
Traits
E
S -1
6" 12" +1 * -1
E 1"
- +1 S+1 -1
2
2
1
5+
-
Melee, Pulverise
Blast (3"), Concussion, Graviton Pulse
Melee, Sever, Unwieldy, Versatile
E
1"
-
1
-
E
E
E
E
E
2"
E
E
E
3"
2"
-1
-1
-
-
S
S +1
S+1 S+1 -1
S+1 -2
S
S+1 S+1 -
2
2
1
2
1
1
1
1
-
Melee, Master-crafted, Sever,
Unwieldy, Versatile
Concussion, Melee
Melee
Melee, Unwieldy, Versatile
Melee, Power
Melee, Parry, Power
Melee, Parry, Shock
Melee, Shock, Versatile
Melee, Shock, Versatile
-
E
E
-
-
S+1
-
-
1
-
-
Knockback, Melee
Melee, Toxin
4"
-
E
8"
E
-
S -1
6 -2
-1 S+2 -
2
2
2
5+
-
-
E
E
-
-1 S+2
-1 S+1
2
3
-
Master-crafted, Melee, Unwieldy
Knockback, Melee, Unwieldy
D
2
1
1
2
-
Am
5+
5+
4+
5+
4+
4+
Traits
Blast (5"), Grenade, Knockback
Blast (3"), Gas, Grenade
Blast (3"), Grenade, Knockback
Blast (5"), Blaze, Grenade
Demolitions, Grenade
Blast (*), Grenade, Smoke*
+1 S+1 -1
-
Melee
Melta, Scarce, Sidearm
Melee, Unwieldy
GRENADES
Weapon
Blasting charge
Choke gas grenade
Frag grenade
Incendiary charge
Krak grenade
Smoke grenade
Rng
S
L
- Sx2
- Sx3
- Sx3
- Sx3
- Sx3
- Sx3
Acc
S
L
-1
-
Str Ap
5 -1
3
3
6 -2
-
ARMOUR
A fighter may only be equipped with one type of armour at a time.
CARAPACE ARMOUR
HAZARD SUIT
Light: Light carapace armour grants a 4+ save roll.
The Ash Wastes are a hostile place, their dunes are
frequently toxic or corrosive, and strong winds whip up
regular ash storms capable of blasting any exposed
skin raw in minutes. Consequently, those such as ash
crust miners and the poor wretches who maintain
a hive’s outer armoured skin frequently wear heavy
suits of rubberised canvas with vulcanised plates
that protect them from the dangers of their working
environment. A hazard suit grants a 6+ save roll.
Additionally, when a hazard suit is combined with a
respirator, the fighter’s Toughness is increased by 3
against Gas attacks, rather than the usual 2. Finally,
a fighter wearing a hazard suit is immune to the Blaze
and Rad-phage traits.
FLAK ARMOUR
Flak armour grants a 6+ save roll. Against weapons
that use a Blast marker or Flame template, this is
increased to a 5+ save roll.
FURNACE PLATES
Furnace plates grant a 6+ save roll. This is increased
to a 5+ save roll against attacks originating within the
fighter’s vision arc (the 90° arc to their front); check
this before the fighter model is placed Prone and is
Pinned. If it is not clear if the attacker is within the
fighter’s front arc, use a Vision Arc template to check
– if the centre of the attacker’s base is within the arc,
use the 5+ save roll. Against attacks with the Blast
trait, use the centre of the Blast marker in place of
the attacker. If the fighter does not have a facing (for
example, if they are Prone), use the 6+ save roll.
GUTTERFORGED CLOAK
Made from fragments of ruined armour, a gutterforged
cloak provides protection at a very modest price.
Common among Badzones settlers, the cloak is
also designed to offer some measure of defence
against the hazards of the underhive. A gutterforged
cloak grants its wearer a save of 6+, or a save of 5+
against damage resulting from Underhive Perils or
environmental effects. A gutterforged cloak can be
worn with other types of armour.
INCOMBUSTIBLE HAUBERK
Woven from flame retardant materials, the robes worn
by many Redemptionists offer a degree of protection
against the flames of their holy wrath, fuelling the
belief of many that these fanatics are indeed protected
from cleansing fire by the Emperor’s blessing. When
a fighter wearing an incombustible hauberk is hit by a
weapon with the Blaze trait, roll a D6. On a 5+, they do
not become subject to the Blaze condition. Additionally,
a fighter wearing an incombustible hauberk that has
become subject to the Blaze condition may add 1 to
the dice roll when attempting to put the fire out. An
incombustible hauberk can be used with other types
of armour.
MESH ARMOUR
HEXAGRAMMIC FETISH
Constructed from tiny metal rings linked together,
mesh armour offers more protection than flak without
sacrificing any of the wearer’s mobility. Worn in large
quantities, however, it can become extremely heavy.
Mesh armour grants a 5+ save roll.
Badzones peddlers and wandering pilgrims alike
often sell charms and fetishes ‘guaranteed’ to offer
protection against the daemonic and heretical. The
truly astonishing thing is some of these charms
actually work! When a fighter buys a hexagrammic
fetish they must roll a D6:
SCRAP SHIELD
Sometimes fighters fashion crude shields from bits of
barricades or simply panels prised from tunnel walls.
These are then painted in gang colours and affixed
to other suits of armour, either strapped to an arm or
mounted over a shoulder. A fighter can be equipped
with a scrap shield in addition to a suit of armour.
The scrap shield offers no protection against ranged
attacks, but while Engaged, the fighter increases their
save by 1 against Reaction attacks. A scrap shield can
be used with other types of armour.
• 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 modifier to their Willpower check.
• On a 6, the fetish has some real juice; it works as
above except the Psyker will suffer a -3 modifier to
their Willpower check.
REFRACTOR FIELD
FIELD ARMOUR
Field armour provides its wearer with an alternative to
conventional armour and may be worn in addition to
conventional armour. The save given by field armour
cannot be modified by a weapon’s Armour Piercing
value. However, a fighter can only make one save
attempt per attack, therefore the controlling player
must choose to either make a save attempt using the
fighter’s armour save, or using a field.
A refractor field bends the energy of an attack around
the wearer, harmlessly distributing it over a large area
and robbing the attack of its lethal force. When a
fighter wearing a refractor field is hit by an attack, roll a
D6. On a 5+, the hit is ignored.
However, should the field work and the hit be ignored,
roll another D6. If the result is a 1, then the field has
been overburdened by the attack and its generator
is burned out. Remove the refractor field from the
fighter’s card – it no longer works.
EQUIPMENT
This section covers equipment carried by fighters of House Cawdor and their allies to help them survive the
rigours of battle and the harsh environment of the underhive.
ARMOURED UNDERSUIT
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.
BOOK OF THE REDEMPTION
The sacred words of the Book of the Redemption fill
the devoted of House Cawdor with fervour. A fighter
equipped with a Book of the Redemption may perform
the Words of Wrath (Basic) action:
Words of Wrath (Basic): This fighter reads aloud from
the Book of the Redemption. Until the End phase of this
round, any friendly House Cawdor fighter that is within
6" of this fighter when their activation starts may either
re-roll the D3 when performing a Charge action, or may
re-roll a single roll of a natural 1 when making a Hit roll.
BOMB DELIVERY RATS
A fighter equipped with bomb delivery rats may deploy
one per turn to carry a single grenade of a type that
fighter is equipped with by performing a Prime Bomb
Rat (Basic) action. When a bomb delivery rat is
deployed, make an Ammo roll for the grenade used as
if it had been used normally. The fighter may run out of
grenades before they run out of rats!
When the bomb delivery rat is deployed, place it so
that the edge of its base is touching that of the fighter
and make an Intelligence check for the fighter. If the
check is passed, the fighter may choose the direction
in which the rat moves. If the check is failed, the rat
will move in a direction determined by rolling a Scatter
dice. In either case, the rat may move up to 6". Bomb
delivery rats ignore all terrain when moving, except any
that would normally be impassable, such as walls. They
suffer no penalties for climbing, they will never fall, and
they may freely leap any gap of 2" or less. Wider gaps
are considered impassable.
A bomb delivery rat is not a fighter and may pass within
1" of other models. Should the rat end its movement
within 1" of, or in base to base contact with, a fighter,
friend or enemy, 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.
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. Check to see if it is within 9" of the fighter that
deployed it. If it is, and if that fighter is Standing and
Active or Prone and Pinned, make an Intelligence check
for the fighter. If this is passed, the rat will immediately
move up to 6" in a direction of the controlling player’s
choosing. If it is beyond 9", the Intelligence check is
failed, the fighter is Standing and Engaged or Prone
and Seriously Injured or if the fighter has been taken
Out of Action, then the rat will move 6" in a direction
determined by rolling a Scatter dice. Should the rat end
its movement within 1" of a fighter, friend or enemy,
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. In either case, the rat is removed from play.
Any fighter may attempt to shoot at a bomb delivery
rat or make a melee attack against one as if it were an
enemy fighter. However, there is always an additional -1
modifier on any hit roll made against a bomb delivery
rat. If the rat is hit, roll a D6. On a 4+, the grenade
goes off. On a 1-3, the grenade does not go off. In
either case, once a bomb delivery rat has been hit by a
shooting or melee attack, it is removed from play.
CULT ICON
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.
DROP RIG
SKINBLADE
An Active fighter with a drop rig can make the
following 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.
If the fighter is Captured at the end of a battle, they
can attempt to escape. If they do, roll a D6. On a result
of 1 or 2, they are unsuccessful. On a result of 3 or 4,
they escape but are injured in the process – make a
Lasting Injury roll for them. On a result of 5 or 6, they
escape. A fighter who escapes is no longer Captured;
however, their skinblade is lost and removed from their
Fighter card.
FILTER PLUGS
STIMM-SLUG STASH
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 deleted from their Fighter card when
the battle ends.
Once per battle, a fighter with a stimm-slug stash can
use it at the start of their turn when they are chosen
to make an action. 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.
MEDICAE KIT
When a fighter with a medicae kit assists a friendly
fighter’s Recovery test, roll an extra Injury dice then
choose one to discard.
PHOTO-GOGGLES
A fighter with photo-goggles can attack through smoke
clouds, can make ranged attacks against fighters 12"
away under the Pitch Black rules (see the Necromunda
Rulebook) 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 the Initiative check to see whether they become
subject to the Blind condition.
PYROMANTIC MANTLE
Fanatical followers of the Redemption often wear
elaborate dress and headgear that not only gives them
a sinister and threatening silhouette, but that quite
literally burns with the fires of the Emperor’s wrath! Any
attacks made with weapons that have the Melee or
Versatile trait (including unarmed attacks) carried by
a fighter with a pyromantic mantle gain the Blaze trait
during that fighter’s activation (i.e., not when making
Reaction attacks).
STRIP KIT
When a fighter with a strip kit makes an Intelligence
check to operate a door terminal or bypass the lock on
a loot casket, add 2 to the result.
WEAPON ACCESSORIES
Weapon accessories marked with a dagger (†) may
not be combined together on the same weapon. If one
such accessory is purchased for a weapon, another
may not be added.
INFRA-SIGHT (PISTOLS, BASIC, SPECIAL AND
HEAVY WEAPONS)†
Weapons with the Rapid Fire (X) or Blast (3"/5") trait
cannot be fitted with an infra-sight. A weapon with
an infra-sight can be used to attack through smoke
clouds, and prove more effective in Pitch Black
conditions. In addition, there is no hit modifier when
the weapon targets a fighter in partial cover, and a
-1 modifier (instead of -2) when it targets a fighter in
full cover.
RESPIRATOR
MONO-SIGHT (BASIC, SPECIAL AND HEAVY
WEAPONS)†
When a fighter 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.
If the fighter attacks with this weapon after making an
Aim action, add 2 to the result of the hit roll instead
of 1.
TELESCOPIC SIGHT (PISTOLS, BASIC AND
SPECIAL WEAPONS)†
If a fighter attacks with this weapon after making
an Aim action, the weapon’s Short range accuracy
modifier is used even if the target is within the
weapon’s Long range.
SERVO-SKULLS
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, or of a house member to succeed beyond the confines of normal
Necromundan expectations.
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 should roll 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
A sensor skull grants the owning fighter the same
benefits as a bio-scanner. In addition, when the
fighter takes an Aim 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
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
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 from
aiming or any Wargear or skills that modify the owning
fighter’s to hit rolls.
WEAPON TRAITS
WEAPON TRAITS
The following list contains all of the Weapon traits in Necromunda: House of Faith.
BACKSTAB
COMBI
If the attacker is not within the target’s vision arc, add
1 to the attack’s Strength.
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 the weapons, they often
have less capacity for ammunition, and are prone to
jamming and other minor issues. When making an
Ammo check 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
combi-weapon are tracked separately – if one profile
runs Out of Ammo, the other can still fire unless it has
also run Out of Ammo.
BLAST (3"/5"/*)
The weapon utilises a Blast marker, as described in the
Necromunda Rulebook.
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. On a 4, 5 or 6, they become subject to the
Blaze condition. When activated, a fighter subject to
the Blaze condition suffers an immediate Strength
3, AP -1, Damage 1 hit and must act as follows, after
which their activation will end:
• If Prone and Pinned the fighter immediately becomes
Standing and Active and acts as described below.
• If Standing and Active the fighter moves 2D6" in a
random direction, determined by the Scatter dice.
The fighter will stop moving if this movement would
bring them within 1" of an enemy fighter or into base
contact with impassable terrain. If this movement
brings them within ½" of the edge of a level, platform
or pitfall, they risk falling. If this movement takes
the fighter beyond the edge of a level, platform or
pitfall, they will simply fall. At the end of this move,
the fighter may choose to become Prone and Pinned.
The fighter may then attempt to put the fire out.
• If Standing and Engaged or Prone and Seriously
Injured, the fighter does not move and attempts to
put the fire out.
• To attempt to put the fire out, roll a D6, adding 1 to
the result for each other Active friendly fighter within
1". On a result of 6 or more, the flames go out and
the Blaze marker is removed. Pinned or Seriously
Injured fighters add 2 to the result of the roll to see if
the flames go out.
CONCUSSION
Any fighter hit by a Concussion weapon has their
Initiative reduced by 2, to a minimum of 6+, until the
end of the round.
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.
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.
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.
FLASH
KNOCKBACK
If a fighter is hit by a weapon with the Flash trait, no
wound roll is made. Instead, make an Initiative check
for the target. If it is failed, they become subject to
the Blind condition. A Blind fighter 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 fighter is activated, they cannot
make any attacks other than Reaction attacks, for
which any hit rolls will only succeed on a natural 6.
If the hit roll for a weapon with the Knockback trait is
equal to or higher than the target’s Strength, they are
immediately moved 1" directly away from the attacking
fighter. If the fighter cannot be moved the full 1"
because of impassable terrain or another fighter, 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 check. If this is failed, they will fall. If this is
passed, they stop moving at the edge of the platform.
GAS
When a fighter is hit by an attack made by a weapon
with the Gas trait, they are not 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). 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 roll allowed. After the weapon has been fired,
leave the Blast marker in place. For the remainder of
the round, any fighter moving through this area will use
2" of their Movement for every 1" they move. 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.
LIMITED
This special rule is applied to some special ammo
types which can be purchased for weapons. If a
weapon fails an Ammo check while using Limited
ammo, they have run out – that ammo type is deleted
from their Fighter 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).
MASTER-CRAFTED
Once per battle, a fighter with a Master-crafted weapon
may re-roll a single failed hit roll.
MELEE
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 check 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.
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.
PARRY
RECKLESS
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.
Reckless weapons are indiscriminate in what
they target:
PLENTIFUL
Ammunition for this weapon is incredibly common.
When reloading it, no Ammo check is required – it is
automatically reloaded.
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 from a
Flesh Wound result to a Serious Injury result.
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 check
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 fighters 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.
• Before making a ranged attack with a Reckless
weapon, randomly determine the target of the
attack from all eligible fighters (including friendly
fighters) within this fighter’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
fighters (including friendly fighters) 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 fighters (including friendly fighters) 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 fighter 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.
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.
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.
SHRED
If the roll to wound with a weapon with this Trait is a
natural 6, then the Armour Piercing of the weapon
is doubled.
SHOCK
TWIN-LINKED
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).
When a fighter 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 reroll, even if it is worse.
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
Pitch Black rules, a fighter 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
check. 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 fighters – 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. Fighters 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 to
determine how many targets they hit, as described in
the Necromunda Rulebook.
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 check, 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 and the attacker is taken Out of Action. 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.
VERSATILE
The wielder of a Versatile weapon does not need to
be in base contact with an enemy fighter in order
to Engage them in melee. During their activation or
when making Reaction attacks, they may Engage
and make close combat attacks against an enemy
fighter so long as the distance between their base
and that of the enemy fighter is equal to or less than
the distance shown for the Versatile weapon’s Long
range characteristic.
An enemy fighter is considered to be Engaged by
a fighter armed with a Versatile weapon if they are
within both the Long range of the Versatile weapon
and the Vision Arc of that fighter. An enemy fighter
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.
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.
At all times other than during this fighter’s activation or
when making Reaction attacks, this Trait has no effect.
HOUSE CAWDOR GANG TACTICS
Each scenario details how many gang tactics each player gets and how they are selected, with players either
choosing the gang tactics they want or determining them at random. Gang tactics can be randomly determined
either by drawing cards from a shuffled deck of Gang Tactics cards or by rolling a D66 (taking care to keep the
result a secret), and referring to the table below:
D66
Name
Timing
Effect
11-12
Reformation
Play this gang tactic during the
Priority phase of any round,
after Roll for Priority, but before
Ready Fighters.
Until the end of this round, friendly House Cawdor
fighters may perform Articles of Faith chosen from
a Path their gang does not follow. If, however, your
gang follows no particular Path, discard this gang
tactic and select another.
13-14
The Emperor
Protects
Play this gang tactic during the
Priority phase of any round,
after Roll for Priority, but before
Ready Fighters.
Until the end of this round, all friendly House
Cawdor fighters gain a 5+ save roll that cannot be
modified in any way. However, if a fighter attempts
to use this save but the roll is failed, any Injury dice
that are subsequently rolled treat rolls of Seriously
Injured as Out of Action. A House Cawdor fighter
can choose not to make this save if they wish.
15-16
Purity Through Play this gang tactic when a
Fire
friendly House Cawdor fighter
makes a Shoot (Basic) or Fight
(Basic) action using a weapon
with the Blaze trait.
21-22
The Price
of Avarice
23-24
Divine Avatar
25-26
Play this gang tactic during the
Priority phase of any round,
after Roll for Priority, but before
Ready Fighters.
Until the end of the fighter’s activation, hit targets
become subject to the Blaze condition on a 2+,
rather than the usual 4+.
Until the end of this round, any enemy fighters that
are within 4" of a friendly House Cawdor fighter
must re-roll successful Ammo checks to see if their
weapon goes Out of Ammo (they do not have to
re-roll Ammo checks made as part of the Reload
action).
Play this gang tactic at the start Choose a friendly House Cawdor Champion or
of the Deployment step of the
Leader. Until the end of this battle, that fighter
Pre-battle sequence, before any gains the Terrifying special rule:
fighters have been deployed.
Terrifying: If an enemy fighter wishes to make a
Fight (Basic) or Shoot (Basic) action that targets
this fighter, they must make a Willpower check. If
the check is failed, they cannot perform the action
and their action ends immediately.
If, at any point, the chosen fighter is Seriously
Injured, this gang tactic has no effect for the
remainder of the battle.
Unyielding Zeal Play this gang tactic during the
Priority phase of any round,
after Roll for Priority, but before
Ready Fighters.
Until the end of this round, every friendly House
Cawdor fighter currently on the battlefield gains a
+2 modifier to any Cool checks they are required to
make.
D66
Name
Timing
31-32
Followers
of the Path
Play this gang tactic
Until the end of this round, you may apply a +1
during the Priority phase modifier to any Threshold test made when attempting
of any round, after Roll to perform an Article of Faith.
for Priority, but before
Ready Fighters.
33-34
Faithful Masses
Play this gang tactic
Until the end of this round, Faith dice are added to the
during the Priority phase crew’s Faith dice pool on a roll of a 4+, rather than the
of any round, after Roll usual roll of 5 or 6.
for Priority, but before
Ready Fighters.
35-36
Apostates
Play this gang tactic
at the start of the
Deployment step of the
Pre-battle sequence,
before any fighters have
been deployed.
Effect
Your gang may immediately recruit up to three Cawdor
Bonepickers. These fighters are recruited for free
but will leave the gang at the end of this battle. Each
fighter is equipped with a fighting knife and either a
reclaimed autopistol or a cleaver (controlling player’s
choice). These fighters are not counted towards your
maximum Crew size – they are taken in addition to
your starting crew. If, during the End phase of any
round, a Cawdor Bonepicker recruited as part of this
gang tactic is not within 6" of a friendly House Cawdor
Champion or Leader, it immediately goes Out of Action.
If you do not have models available to represent these
fighters, you may discard this gang tactic and select
another.
41-42
Divine Guidance
43-44
Light of the
Emperor
45-46
Keeper of
Sacred Vermin
Play this gang tactic
when activating a
friendly House Cawdor
fighter.
Until the end of the fighter’s activation, this fighter may
re-roll dice rolls of a natural 1.
Play this gang tactic
when activating a
friendly fighter.
Place a Divine Brazier (see page 107) within 1" of
the fighter, ensuring that its base is not overlapping
an obstacle or another fighter’s base. This fighter’s
activation then ends.
Play this gang tactic
This fighter automatically passes their Intelligence
when a friendly House
check and may choose the direction in which the rat
Cawdor fighter deploys a moves.
bomb delivery rat.
D66
Name
51-52
Preacher
Amongst Us
53-54
Shielded
by Faith
55-56
Rise Anew
Timing
Effect
Play this gang tactic at the
Choose a friendly House Cawdor fighter that is not a
start of the Deployment step Champion or Leader. Until the end of this battle, that
of the Pre-battle sequence,
fighter gains the Group Activation (1) special rule.
before any fighters have
been deployed.
Play this gang tactic when a Roll a D6. On a 2+, the hit has no effect against the
friendly House Cawdor fighter chosen fighter. On a 1, they are affected as normal but
is hit by a Blast weapon.
this gang tactic is not discarded.
Play this gang tactic when
This fighter regains a single Wound and is no longer
activating a Seriously Injured Seriously Injured; instead the fighter becomes
friendly fighter.
Standing and Active. This fighter’s activation then
ends.
61-62
Purification Play this gang tactic during
Through Blood the Priority phase of any
round, after Roll for Priority,
but before Ready Fighters.
Choose a friendly House Cawdor Champion or Leader.
Until the end of this round, friendly fighters that are
within 6" of this fighter and can draw line of sight to
them improve both their WS and A characteristics by
1.
63-64
Fire and Zeal
Play this gang tactic when
activating a friendly fighter.
Until the start of their next activation, this fighter
becomes subject to the Insane condition. In addition,
the fighter immediately makes a free Shoot (Basic)
action with an incendiary charge; this attack is made
even if the fighter is not equipped with incendiary
charges. The Blast marker must be centred on this
fighter and does not scatter.
65-66
Faithful and
Resolved
Play this gang tactic when
activating a friendly fighter.
The fighter may immediately perform a Universal
Article of Faith; no Faith dice are rolled and the
Threshold test is automatically passed.
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