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 Necromunda © Copyright Games Workshop Limited 2021. Necromunda, GW, Games Workshop, Citadel and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Games Workshop Web site: www.games-workshop.com Forge World Web site: www.forgeworld.co.uk >>> 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! ++ ++ ++ ++ ++ ++ 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.