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CONTENTS

The Aranthian Succession: Vaults of Temenos..............................5 Additional Rules .............................................................................99


The Great Pilgrimage Timeline ...............................................36 Cawdor Road Preacher (Crew) .............................................100
Saints of Necromunda............................................................44 Redemptionist Road Preacher (Crew)..................................101
Cawdor Way-Brethren ...........................................................102
Crusading Gangs ............................................................................50 Hardcase Cyber-mastiff ........................................................105
Enforcer ‘Sanctioner’ Pattern Automata..............................106
The Succession Campaign: Part 2................................................60 Guild of Coin Chronos Pattern Ironcrawler ..........................108
Setting up the Campaign........................................................62 Cawdor Vehicle Gang Tactics................................................110
Running the Campaign ...........................................................66 Alliances ................................................................................114
Necromunda Reliquary ...........................................................72 The Imperial House............................................................116
Enforcer Bodyguards..........................................................118
Narrative Scenarios........................................................................79 Weapon Reference Chart .....................................................126
Convoy Raid .............................................................................80 Armour ...................................................................................128
Pacification of Dust Falls ........................................................82 Personal Equipment..............................................................130
Pilgrimage Assault...................................................................84 Weapon Traits........................................................................132
Storm Battle ............................................................................88
Death in the Plaza...................................................................90 Dramatis Personae
Race to the Vault.....................................................................92 The Prophet of the Redemption .............................................48
Daring Rescue .........................................................................94 Axon Hammer, Scourge of the Spider Points ........................56
Durgan Kill-Fist, Champion of the Brokebone.......................68
Scrutinator-Primus Servalen...................................................86

Necromunda: The Aranthian Succession – The Vaults of Temenos © Copyright Games Workshop Limited 2023. Necromunda, GW, Games Workshop, Citadel,
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The Aranthian Succession: Vaults of Temenos

THE ARANTHIAN SUCCESSION:


THE VAULTS OF TEMENOS
Welcome to Necromunda: The Aranthian Succession There is also a brand new Road to Temenos Campaign:
− The Vaults of Temenos. This book continues to detail the second part of a series of linked campaigns to allow
the narrative of the tumultuous events following on you to fight for the fate of Necromunda. To accompany
from the Great Darkness and the battle of Cinderak this there is a series of seven narrative scenarios
City, including the machinations of Lady Credo and the complete with notes to help you recreate some of the
rise of Lord Helmawr’s 13th Daughter, Haera. Inside, pivotal moments covered in this book.
you will find a background section covering the ongoing
conflict between the Noble and Clan Houses, as well as Finally, there is a host of new rules to use in your
the rise of a Redemptionist Crusade that threatens the Necromunda battles, covering new models for the
entire hive world. Cawdor and Palanite Enforcer gangs, guidelines for
turning any gang into a Crusading Gang and four
Dramatis Personae representing some of the key
players in the fight for ultimate control of Necromunda.
RETURN OF THE SAINT Cycles later, and hundreds of kilometres away
The smoke from Cinderak City was a smudge on the from the devastation around Cinderak City and the
horizon; dark clouds of ash and soot mingled with war between the Clan Houses, Ahrmund Ko’Iron
the ever-present toxic skies of Necromunda. Under considered the beaten man grovelling at the base
this shroud of darkness, ragged groups trudged of the dais his throne stood upon. With a lazy
away from the burning city; the pops of gunfire gesture that barely moved the voluminous sleeves
and the dull thump of explosions echoing at their of his ornate robe, he bade the man rise. Unable to
backs. Many held in their arms, or on their backs, lift himself from the ground, the man was instead
everything they owned, their tired faces those of hauled to his feet by two Word-Keepers, their
men and women with little left to lose. Among them Redemptionist hoods still spattered with blood from
were clanners and gangers, equally sweat- and the poor man’s recent interrogation.
grime-stained, holding their weapons listlessly,
knowing that they too had lost nearly everything “Speak,” Ahrmund growled, his expression showing
in the fighting between the Clan Houses. Whereas nothing of the fear the man’s tidings might bring.
the settlers wore expressions of hopelessness, the
gangers wore hatred and anger on their faces and “They say the saint has arisen, your holiness…” the
their eyes spoke of a burning need for vengeance man choked out through bloody lips and missing
against their betters. teeth – his eyes wide with the gravity of what he
was imparting. “They say he walked from the fires of
As these groups gathered, not far from the edge of Cinderak and ushers the way to the first tomb… to
the Great Crater, a figure stepped out of the wastes the Father of All Saints!”
to bar their path – an ancient skeleton affixed
to a banner in his hands, its skull regarded the “And what of the faithful that follow him? What of the
refugees. Those with guns and blades gripped them true sons of the Redemption?” Ahrmund’s eyes bore
tighter, the memory of Ash Waste Nomad raids and into the man, trying to see the truth of what the man
wasteland killers all too fresh in their minds. But the spoke in his bloodshot eyes.
figure did not attack, nor did he look like any waster
or outlander the travellers had ever seen. There was “He has a way, your holiness, they bow before him
a fire in the newcomer’s gaze as it swept across the and none other, not even the Thane can sway those
assembled settlers and gangers, and he stepped who have laid eyes upon the Prophet, for there is a
towards them like a father moving to embrace his truth about him that none can deny… it is as if the
children – the saint’s bones he carried glowing with Emperor Himself walks among us!”
hallowed light. The pious ones were the first to kneel
before the man, though soon the rest followed, for
without a word they knew their saviour had come.

***
The Word-Keepers recoiled at this obvious
blasphemy, one reached for his knife to end the
man’s lies but Ahrmund waved the Word-Keeper’s
indignation away with a sweep of one hand.

“Is it true he marks those who follow him?”


Ahrmund’s voice now barely above a whisper.

Speechless, the man nodded as the Grand


Cardinal of Temenos in all his glory rose from his
throne and descended on gilt steps until his face
was but inches from his prisoner, lips peeled back
in a sneer revealing yellowed teeth as he spoke
once more.

“Show me.”

***

It was pitch black within the sanctum – the kind of


darkness so thick you could feel it physically press
against you from all sides. To Lady Credo, it was
a comforting reminder of all those long centuries
ago, when the First had found her, more dead
than alive, just as her enemies had left her. If she
could see, she may well have marvelled at the
body they had made for her: young, strong, lithe
and beautiful – unlike the ruin of flesh she had
once been. But it was not her longevity or beauty
she focused on now, rather the faint whispers of
the Echo – that lingering voice left by her master
that, even now, rippled through the psychic ether
surrounding Necromunda.

“The war has begun,” she murmured. “The ruling


Helmawr has fallen and his heirs struggle for his
scraps. Soon the vacuum of power will expand to
crush the Noble Houses and they will cry out for
your return. The last signs are here. Even now the
false Prophet rises to lead the faithless to their
doom. By their zeal shall the last defences fall
before us. It is as you have planned, my master –
all these long years at last coming to fruition.”

Out of the nothingness, the Echo whispered


its approval.
RUINS OF CINDERAK Even as Lady Credo moved onto the next part of her
Conflict infected Necromunda like a virus and battles plan to supplant the power of House Helmawr, the
filled the dark corners of the hive world. It was the balance of power on Necromunda was shifting. In
taking of Cinderak City by Lady Credo’s army and Hive Rothgol, breakaway elements from House Goliath
her Escher allies, however, that marked the first true openly opposed the new Over-tyrant, committing
turning point against House Helmawr’s control. In a themselves to the rebel elements within the southern
single stroke, the throat of Hive Primus had been cut, hives to strengthen their own position and keep the
and while the wound was not fatal, it now bled trade great Gale Forges churning out weapons.
and influence like blood from a dying man. In the
aftermath, Credo’s soldiers disappeared as swiftly as Hive Trazior, always known as a centre for trade
they had arrived, the rebel lord not yet ready to show between the northern hives, suffered rebellion in its
her full hand, and the Escher took control of the Great guilder classes as they struggled to meet excessive
Crater. This gave them, and their Orlock allies, the taxes and tariffs placed upon them by their southern
primary north/south trade hub between the Palatine counterparts, who themselves were in league with the
Cluster and Hive Mynerva. All goods moving across the Escher. Many sought to make side deals, forsaking
Great Equatorial Wastes were now in their grasp, and their ancient oaths to House Helmawr or those Noble
Escher Cutters and Orlock road gangs operating out Houses still allied with the Imperial House if it meant
of Cinderak City could strike with impunity against this they could continue to line their pockets. This, in turn,
wealth of convoys. This was a victory for Credo and her eroded the power of the Helmawrs in Trazior and
allies felt across the northern reach of the hive world. widened a chink in the armour of the Palatine Cluster.
Where those who were still faithful to House Helmawr
and the old ways fought for their lives against upstarts Even in Hive Mortis the rising power of the Escher
and insurrectionists allied with Lady Credo and the was felt and their de facto control of the hive was
rebel houses, they found their supplies of ammo formalised. As a favour to Lady Credo, Matriarch
and weapons drying up as the trade in wargear was Primus Adina sent cadres of Death Maidens to clear
strangled by House Escher. out any resistance to Escher domination, allowing
the rebel lord to assert her claim of ownership of the
ancient hive as part of her ancestral birthright. Amid
the chaos that still gripped Necromunda, it was a move
that went largely unnoticed by House Helmawr and its
remaining allies.
As Lady Credo moved more pieces in her great Cinderak City itself still lay in ruins, and though the
game against House Helmawr, the war in the wastes majority of the Goliath gangs had been driven north
continued to rage. In the aftermath of the battle for to the Mercator Gate and the Spider Points beyond,
Cinderak City, Goliath gangs were pushed back to it was still a target for wasters and nomad raiders.
the ruins of the Mercator Gate by Escher and Orlock Much of the population had fled into the wasteland
road gangs. Trade became a perilous undertaking when the fighting began and had yet to return,
for all sides as the seal of the Imperial House or the leaving the rebuilding to the Eschers and Orlocks
Merchants Guild no longer ensured safe passage for along with whichever guilders they could conscript
Ridgehaulers. Raiders of all stripes emerged from from the surrounding area. While trade still flowed
the wastes to take advantage of the confusion, many through the settlement, the city itself began to look
passing themselves off as house agents and gangs more and more like an armed fortress. Lady Credo,
but caring only for the loot they could pillage before via the word of Queen Adina, had made it clear that
disappearing once again into the wilds. Cinderak City could not fall back under the influence
of House Helmawr. This was an order that Athera, the
The only true organised resistance came from Axon Matriarch Primus’ proxy for the outlands, took to heart,
Hammer and his Irontree Reavers. During the fighting and nearby settlements were stripped of materials
for Cinderak City, Axon had been fighting Escher in to reinforce its walls, while the house armouries left
the Spider Points and missed the defeat of his vat behind by retreating gangs were plundered to line the
brothers. Only after the retreat had begun, did he take walls with guns. Even the Enforcers, the visible hand
his rig and his gang south to hold back the marauding of Lord Helmawr, had withdrawn from Cinderak City,
Escher and Orlock gangs. A powerful figure within leaving behind only munitions and deserters, which
the wasteland, Axon had won the respect of both his Athera conscripted for the city’s defence. If House
enemies and allies; the Escher had given him the Helmawr returned, the Escher would be ready.
name ‘Hammer’ for his less than subtle methods, even
by Goliath standards, of dealing with his foes. Axon’s
massive custom Ridgehauler, the Behemoth, became a
rallying point for Goliath outland gangs, its hull marked
with dozens of Escher and Orlock vehicle kills along
with a good amount of dried ganger blood.
A DAUGHTER’S REVENGE or advance their own station. This too suited Haera’s
It had taken long, bloody weeks for Haera Helmawr plans, as it weakened those nobles who would stand
to lay claim to her father’s power within Hive Primus. against her and ensured most were too busy watching
Weeks during which Cinderak City had fallen and their backs or scrabbling for power to think about
much of her world seethed with rebellion and opposing House Helmawr.
discontentment. The only grace the 13th Daughter had
been granted was as de facto Imperial Governor of Despite the disaster of Cinderak City and her loss of
Necromunda, though the Imperium had yet to exert influence in the south, Haera’s power in the Palatine
its will upon her actions. In fact, many of the agents Cluster was growing. Hundreds of Enforcer battalions,
and soldiers of the Adeptus Terra had departed having retreated from the wasteland, now filled the
Necromunda to fight in far-off wars. Those few that corridors and domes of Hive Primus and its sister
remained were happy to leave Haera to deal with hives. A veritable army ready to enact the will of Haera.
internal matters as long as Necromunda’s production It was one she put to good use – first and foremost
quotas were still being fulfilled, but Haera knew it was by keeping the Clan Houses and their servants in
a situation that would not endure and so she moved line. House Escher and House Orlock openly stood
to consolidate her power before anyone came to against her and so their territories within the hive were
question it. besieged by Enforcers, their connections with the
outside world cut off and their industries taxed for the
Her first order of business was to gather the heads pleasure of the Imperial House, lest they think of open
of the Noble Houses in the spire to leave no doubt warfare within the hive itself. It was a stand-off neither
as to who had replaced her father as master of side wished to break. Haera was eager to consolidate
Necromunda. Justly fearful of reprisals, many sent ill- her power and have Necromunda a compliant, valuable
favoured sons and daughters to the gathering. House world by the time the Imperium’s eyes once again fell
Ulanti, expecting punishment for its support of House upon it, while clan leaders, such as Queen Adina and
Escher, chose to present the mad offspring of Usan Lord Morrow, were content to let Lady Credo’s rebellion
Ulanti – Dain Ulanti, perhaps hopeful Haera would play out in the wastes in the knowledge that without
rid their family of an embarrassing offspring. Much the industry of the other hives Haera’s strength was a
like her father, Haera cultivated this fear and used it false threat.
to her advantage. Even as the miserable gathering of
unwanted sons, illegitimate daughters and cousins As both sides eyed the other over makeshift barricades
many times removed was taking place in the highest and from behind dome walls, the battle between
reaches of the spire, cadres of murder-cyborgs stalked them was playing out kilometres below, down in the
the inner most sanctums of the Noble Houses. underhive. Fearing an assault from below, Haera had
Pruning the nobility of Hive Primus as rotten leaves dispatched thousands of Enforcer patrols to tame
are trimmed from a rose, Haera removed those too the upper reaches of the underhive, starting with
cowardly to face her with a single command. So there Dust Falls. In the wake of the Great Darkness, and
could be no mistaking her intent, vox units implanted the cultist uprisings that had followed, the survivors
in the cyborg-assassins broadcasted the final screams were loath to hand back control of their hard-won
and pitiful pleas of the dying nobles throughout the settlements to House Helmawr. In a rare moment of
spire, causing a distressing cacophony that would solidarity, criminals, clanners and outcasts banded
continue to play for cycles to come. Then, with an together to hold Dust Falls. The notorious Narco Lord
equally casual command, she informed the disgraced Balthasar Van Zep pledged his support to any who
noble offspring at the gathering that they were now the would keep the settlement free, and like the battle
heads of their respective houses within Hive Primus around the Abyss weeks before, fighters gathered at
and that she expected great things from them. It was the gates leading up to the Nexus above, once again
a clear message to those who would oppose Haera, ready to face the Enforcer onslaught.
and one that rippled out across the Palatine Cluster,
driving nobles into exile or hiding. Those who remained
quickly fell into line behind their new rulers, albeit while
taking the opportunity to further their own ambitions
THE LOST SAINT While the nobles and the Thane watched with growing
As Enforcers struck out against the underhive and concern, Lady Credo and her rebels were turning the
Haera’s attention was focused on bringing the Clan situation to their advantage. Credo had long suspected
and Noble Houses of the Palatine Cluster to heel, Lady the Redemption had a role to play in the plans of her
Credo made her next move. Almost unnoticed by the master and when she discovered that the Prophet was
great lords and ladies of Necromunda, the Redemption seeking to awaken the Lost Saint of the Redemption,
had been spreading unchecked among the population. she sought to turn his pilgrimage against her enemies.
Hivers recovering from the horrors of the Great Sending out agents across the wastes and hives of
Darkness and outlanders driven from their settlements Necromunda she helped spread the word of the Lost
by constant nomad raids all gravitated to the preachers Saint, feeding the hysteria that still gripped the world
and Word-Keepers of the Redemption. Where once in the wake of the Great Darkness. In such a time
many had heard only the ramblings of madmen, or of fear and uncertainty, it did not take much for this
empty praise for an absent god in the words of the rumour to take root within the people of the Palatine
Redemption, they now felt the truth and salvation of Cluster, until the habs of Hive Primus were alive with
those same words. Desperation drove many to join the talk of the saint and the salvation he promised. Guided
growing pilgrimage of the faithful: a vast unwashed by these tales of saints returned, and the Prophet
tide of humanity that grew larger everyday. Hivers himself who felt the Lost Saint’s voice guiding him, the
abandoned their habs to take up with the pilgrims, pilgrimage started out north from the edge of the Great
discarding the tools and trappings of their profession Crater, towards Hive Temenos and the vaults therein
to carry religious icons or flagellate themselves in the where it was said the great treasures and relics of the
name of the God-Emperor. Even clanners gave up Ministorum of Necromunda resided.
their allegiance to their old masters to join the growing
Redemptionist Crusade. At the centre of this growing Word soon reached Hive Primus of the pilgrimages’
pilgrimage was the Prophet – a mysterious figure approach and of the Prophet’s intent to reach Hive
who appeared in the aftermath of Cinderak City and Temenos − passing into the heart of the Palatine
seemed to possess an irresistible religious magnetism. Cluster and even under the shadow of the great hive
city itself. By now, even Haera could not deny the
Outwardly, Lord Mormaer, Thane of Cawdor and head danger it posed to the new-found stability of her hive,
of the Redemption on Necromunda, praised these though she doubted a horde of beggars and outcasts
new faithful, though in secret cursed the so-called posed a serious threat to the defences of Primus. Even
Prophet who was behind it. In truth, the Crusade was so, she dispatched her Palanite Scrutinators to uncover
not beholden to House Cawdor or its master, though the identity of the Prophet. If he could be controlled
it contained thousands of Cawdor clanners. Faith was or influenced, then the pilgrimage might become a
their master and none but the word of the Prophet powerful weapon to turn on her enemies; otherwise,
motivated and guided them. It was not known where she was happy to martyr the poor fool and let his
this Prophet was leading his people, and, though Haera followers scatter on the ash winds. Some of her agents
had yet to intervene, the Thane feared they would set out for the ruins of the Mercator Gate to intercept
march on Hive Primus and usurp the nobles’ long the pilgrimage as it travelled north, others to the
held power. surrounding hives to gauge the support their people
had for the Prophet, and several to Hive Temenos to
ascertain the reason the Prophet had chosen it for
his destination.
As the Scrutinators and their Enforcer cadres were whisper rose to a roar and all those gathered felt the
infiltrating Hive Temenos, or patrolling out into the hand of the saint upon them. Afterwards, it would be
wasteland, the Prophet was leading his people towards said the Prophet was illuminated by a halo of flame
the ruins of the Mercator Gate. Between firefights and so bright it could be seen as far as the spires of Hive
rolling gun battles, the pilgrims marched. Escher and Primus, shining like a star through the toxic clouds
Goliath gangs alike preyed on the pilgrims, though and calling to the people of the Palatine Cluster. Those
some were converted by the Prophet’s words and who had held reservations before hearing the voice of
joined them, as the crusade became a snaking trail of the saint felt their doubts consumed by his righteous
humanity that stretched north and south. Only the Ash words, while those who had come with hatred in their
Waste Nomads seemed immune to the sermons of the hearts towards the Prophet found themselves filled
Prophet and dogged the pilgrimage, plundering and with faith – with clanners, gangers and even the
killing until they were driven back into the wilds. In the watching Scrutinators joining the pilgrimage.
shadow of the broken triple arches of the Gelt Gates,
beneath the burnt-out remains of Mercator’s Rest, the Meanwhile, in the heart of Hive Temenos, Cardinal
Prophet stood upon the overturned wreck of a Cargo-8 Ahrmund, once a favoured son of Ko’Iron and faithful
Ridgehauler and gave his sermon. In the crowd were servant of the last Lord Helmawr, heard the word in
tens of thousands of faithful, as well as the people of his dreams. Each night cycle, he saw in his slumbering
the Mercator Gate and some of the Scrutinators Haera mind the Lost Saint who called to the Prophet; he
had sent to spy on the crusade. Those closest to the heard the words as they drifted up from the great
Prophet displayed his mark carved into their flesh by Ministorum Vaults and he strained to understand their
their own hand: a seven-pointed scar over their hearts. meaning. More than once he awoke to discover that he
With everyone’s eyes upon him, the Prophet spoke had wandered in his sleep, waking with his ear pressed
in the voice of the Lost Saint – the ancient bones to the vaults’ great doors, though he wisely kept the
of the saint he carried vibrating as if its spirit were reasons for his night-time excursions to himself.
communicating from the beyond. What began as a
Perhaps the most profound effect of the saint’s
voice was upon the people of Hive Primus and the
surrounding hives. Upon hearing it reverberate through
the walls of their domes, habs and factories, they
turned their gaze to Hive Temenos as if they could see
the Lost Saint himself through kilometres of ferrocrete
and toxic wasteland. And as one they heeded the call,
starting the long trek towards their new master. The
Great Pilgrimage had begun.
FORSAKEN BY THE EMPEROR Ahrmund could now see it was a robot dog at her
The Cathedral of the Emperor Deified was in uproar. side, regarding him much as a live one might − and
Already, many of the higher ranking members of he didn’t like it one bit. Turning his attention to the
the Ecclesiarchy had been called away by strife thing’s master, he felt his skin crawl and his mind
elsewhere in the Imperium, along with the best recoil. It was not because she was repellent to look
soldiers stationed on Necromunda. The great at, slight and armoured in the uniform of a Palanite
artefact vaults and holy prisons hidden beneath Scrutinator, but rather the emptiness he sensed
the mighty structure were almost unguarded and within her soul.
those few guards left behind had begun to waver in
their conviction since the word of the Prophet had “Servalen, is it?”
been heard.
“Scrutinator-Primus Servalen, your Eminence,” she
Ahrmund hurried through the corridors of the corrected. Though, there was something about
cathedral with his entourage in tow. the way she said ‘Eminence’ that felt like an insult
to Ahrmund.
“Summon me, will she!” he spat over the sound of
clicking boots and the rustle of his voluminous robe. “So, our Lord Helmawr has sent you here to make
sure we don’t succumb to the lies of this so-called
“This upstart heretic hunter thinks she can question Prophet of the Redemption.”
the church just because she has the seal of Lord
Helmawr… and not even the true Lord Helmawr, but She regarded him impassively while he pressed on,
some pretender yet to be ratified by the nobility… his hand involuntarily going to the seven-pointed
and our most Holy God-Emperor!” scar hidden under his robe.

His guards and attendants listened to the tirade with “Well, while we appreciate the extra guards to
practised silence, some nodding or making sounds protect the cathedral from the undesirables, I’m
of agreement at the appropriate time. afraid you will be quite bored − there being nothing
of note worth investigating here…”
The group swept into Ahrmund’s audience chamber
where a lone woman and a rather odd-looking Still Servalen was silent, though a slight smile now
mechanical animal were waiting for him. touched her lips, a smile that said to Ahrmund “I
know just what you are up to.”
“Greetings, your Eminence,” the woman said.
THE HERETICS COUNCIL of Cawdor, Lord Mormaer, was not in attendance,
News of the Great Pilgrimage spread rapidly throughout reportedly having retreated to the Palace of Bones for
the hives. There was unrest all across Necromunda, religious reflection on the significance of the coming
as discontented souls, already driven to despair by of the Prophet. Less flattering rumours had it that
the Great Darkness and the mortal wounding of Lord Mormaer was, in fact, hiding from his followers for fear
Gerontius Helmawr, turned to the Redemption for their they might declare him a false prophet and lynch him
salvation. Clan Houses, Merchants Guilders and even in order to please the true Prophet.
nobles found themselves bereft of workers for their
factories as untold masses joined the Great Pilgrimage. Almost immediately, the efforts of House Ko’Iron
Everywhere throughout the hive cluster the sound descended into farce. Inept in almost every way,
of chanting and moaning filled the air, as columns Horloom convened a ‘council of faith’, inviting the
of faithful wound their way through the streets and leaders of the pilgrimage to pay proper homage to
tunnels calling on all who they passed to heed the word his Noble House. An extravagant affair, far removed
of the Lost Saint. The Spider Points, too, filled with this from the common folk of Hive Primus, Horloom
grand procession as the Great Pilgrimage began the commissioned his great gathering in the Plaza of
long journey towards Temenos. Figures, wrapped in Saints in the heart of Hive City. From their plinths,
whatever protection they could find, shambled through dozens of Necromundan Saints looked down on
the gloom towards the distant hive city. Horloom and his noble kin as they offered the pilgrims
off-world delicacies and platitudes of the God-
The underhive was not spared this religious hysteria. Emperor’s love. Unwashed hordes stormed the council,
Gangs, many hardened by years of turf wars and declaring it a den of heretics, and Horloom himself was
the inhospitable environment, found their leaders hung from the outstretched hand of Saint Gavos the
converting to the Redemption and leading them Stern. Even the Enforcers lent to Horloom by Haera for
on their own pious crusades. Battles between the his protection could do little to hold back the enraged
crusading gangs and those who had rejected the pilgrims, choosing to save themselves by fighting a
Prophet’s word raged from Two Tunnels to Sump City. bloody retreat from the plaza.
In Heretics Hole, a score of crusading gangs from a
dozen different clans attacked the Wyrd conclaves, Haera’s response was swift and typically cunning as
lighting up the gloom with weapons fire and the blaze she declared all splinter faiths of the Redemption
of psychic energy. In the caverns beneath Sump City, a outlawed across Necromunda, unless personally
band of zealous Escher, driven mad by the word of the sanctioned by the Thane. With the spire well-defended,
Prophet, struck at enclaves of Delaque − denouncing she placed the burden of the pilgrimage on Mormaer’s
them as Daemons and heretics − starting a battle that shoulders − all the while, making her own plans to deal
spilled out into the ruins of the sunken settlement. with the Prophet in a less subtle way.
Meanwhile, in Rust Town, Bald Bryen declared a
festival to celebrate the word of the Prophet, funnelling If the greater Redemption had been a tangle of
hundreds of converts into his maze for the amusement differing sub-faiths and religious splinter groups before
of the locals. the so-called ‘Heretics’ Council’, then it fractured
even further in its wake. Fearful of retribution from
Frustrated by the failures of her agents to deal with the Imperial House, Word-Keepers and Redemptor
the Prophet, Lady Haera turned her attention to Priests flocked to the Palace of Bones for the sanction
harnessing, or quelling, its power through the church. of the Thane, while hundreds more saw this as the
Summoning the esteemed masters of House Ko’Iron, final betrayal of the faith and threw in their lot with the
including the newly elevated patriarch Horloom the Prophet. House Cawdor strained under the schisms
First − a warty and unwanted child of a lesser known and the already wide divide between the Clan House
branch of the family − Haera demanded they use their and the Redemption widened still further.
influence with House Cawdor and the Redemption
to take control of the Prophet. Notably, the Thane
PATH OF THE REDEEMED Though faith sustained the people of Temenos, they
In the echoing halls of the Cathedral of the Emperor lived under a cloud of constant fear. Rumours spread
Deified, Ahrmund conversed with Lady Haera via among the domes and even the cloisters of the great
secure vox lines. The would-be Lord Helmawr insisted cathedral that traitors of the creed were in their ranks
on sending more Enforcers to defend Hive Temenos and even now servants of the Prophet stood ready
against the approaching pilgrimage. Wringing one to throw open the gates of the Saints Way for the
concession from Haera, Ahrmund agreed. Those who pilgrimage. Skirmishes broke out in the streets of Hive
were to stand where the loyal fraternus militia of the City and even in the shadow of the great temple as
Ministorum had once defended the sacred regions of neighbours turned on each other, while Ahrmund’s
the hive, would have to adopt the official markings of Enforcers dealt out preemptive justice to any who
the Imperial Creed. Their sergeants and captains were crossed their path. Supposed faith-traitors were hung
to take blessings as lay-priests in the faith while they from the walls between the spire and the Hive City as
undertook the God-Emperor’s holy work. Soon even a warning to transgressors, though in truth little of the
the lumbering ‘Sanctioner’ pattern automata were Prophet’s influence had yet to fall on Temenos. With
hung with tokens of the faith or marked with the holy the leading edges of the Great Pilgrimage only cycles
symbols of the great cathedral to show their allegiance away from the first holy gates of the Faith’s Way, this
to the true faith of Necromunda, or more specifically to was soon about to change.
the Ecclesiarchy and Ahrmund.
Hundreds of kilometres away in the heart of Hive It was only a matter of time before a spark ignited
Primus, the full effects of the word of the Prophet violence between the two sides – in this case it was to
were being felt. Roaming bands of faithful had brought be Lord Mormaer opening the gates of the Palace of
countless industries to a grinding halt, while honest Bones in an attempt to sway the crowds with his divine
hivers were loath to stray from their homes lest they be words. At the sight of the master of Clan Cawdor, the
accosted and challenged on their beliefs. Worst was gathered pilgrims and gangs surged forwards, causing
the unrest in the Cawdor-controlled levels of the hive. those Enforcers watching from the walls of the palace
Here, different cults and splinter groups were openly to open fire. His bodyguard barely had time to drag
fighting each other over the meaning of the Prophet’s the protesting Mormaer back inside before the first
coming. Some, such as the Redeemed or the Sons of crazed gangers came crashing into the sacred heart of
Caul, claimed the Prophet was the ancient founder of the Redemption.
the Redemption reborn and demanded that the Thane
unite all of House Cawdor under his teachings, while Battle rampaged through the hallowed halls of the
others, such as the Red Redemption or the Followers palace. Bolt shells and las blasts tore apart priceless
of Clovis, claimed the Prophet was but another heretic. relics and ancient religious works of art. Word-Keepers
Adding to the mayhem, outlanders and pilgrims from tried to save what they could, staging a fighting retreat
distant hives and settlements had begun to stream against an ever increasing tide of invaders. It was a
into the hive, bringing their dangerous foreign ideas confused and chaotic battle, with Mormaer’s loyal
and fanatical devotion to the Prophet with them. retainers trying to preserve both their master and the
Crusading gangs had also started migrating uphive palace, the Enforcers shooting anything that didn’t
ostensibly to protect the pilgrimage from the heavy bear the seal of House Helmawr, and the pilgrims
hand of Lord Helmawr’s Enforcers, and so gathered looting and vandalising as much as actually fighting.
around the Palace of Bones. The invaders’ division in their purpose did not aid the
cause. The true pilgrims and followers of the Prophet
within their ranks wanted to cast down the heretics
and bring the Thane to some kind of holy justice, while
individual gangs and opportunistic individuals simply
wanted to strip the palace of whatever wealth was not
nailed down.

When Haera received news of the attack on the


Palace of Bones and the fact that Lord Mormaer was
now missing and presumed dead, she doubled the
guard on the spire and ordered her Enforcers to shoot
followers of the Prophet on sight.
FAITH AND FIRE Statues and shrines sprung up where the Great
The pilgrimage snaked across the wastes like a great Pilgrimage passed, the faithful carving the faces of
headless serpent, stretching from the Mercator Gate, their saints into the rocks or erecting way stations
around the hives of Trazior and Gammos, across the where travellers could stop and hear the word of the
Spider Points and towards Temenos, along the Road of Prophet. These too became targets for raiders and
Graven Faces. Smaller tendrils of the great procession outlaws looking to rob pilgrims or simply cause havoc.
spilled out of Hive Primus and a dozen other hives of At Wayshrine Temeno, the first pilgrims to arrive
the Palatine Cluster, the wasteland alive with trudging, were met by a gang of outcast scum led by a waste
rag-clad faithful. Such a migration of people outside maddened Delaque doc. Before the Prophet’s soldiers
the hives had not been seen for generations and it could come to their rescue, the crazed doc had skinned
was like a great stone cast into the slick black surface a dozen unfortunate travellers and turned their hides
of the sump, bringing the scum to the surface. Tribes into a tent to house further experiments. Meanwhile,
of Ash Waste Nomads struck at the edges of the beneath the serene gaze of Mung the First, Axon and
pilgrimage, killing or carrying off those unfortunate his Irontree Reavers attacked a convoy protected by
enough to survive. Even roaming bands of Cawdor several Cawdor gangs and destined for the pilgrimage.
Ridge Walkers could do little to stop the raiders. The running battle circled the great saint’s statue, the
Though the pilgrimage was so vast it barely noticed two sides trading fire until a well-placed missile from
the hundreds lost to these raids, or those who were the Behemoth brought Mung crashing down on the
consumed by the wastes themselves. Whole sections Cawdor Ridgehauler. Further afield, in the depths of
of the pilgrimage were swallowed up in ash sinkholes the Tomb of Cogs, Van Saar treasure hunters sought
or buried under raging dust storms. Many fell prey to pillage the relics of the Saint of Factories – only to
to wasteland predators, such as dustback helamite be met with Orlock outriders daubed in the icons of
hunting packs or ash lions, while others simply keeled the Prophet.
over for lack of drinkable water or breathable air.
Even as these smaller conflicts played out, the first Then shapes bounded out of the ash – misshapen
great challenge to the pilgrimage came on the outskirts insects, fighters wrapped in robes and masked with
of Halfway, a refuelling settlement equidistant from rebreathers and silent killers armed with blades and
Temenos and Primus. Stirred up by the exodus into claws. In desperate fury some gangers fired into the
the Great Equatorial Wastes, the Grey Waste Walkers gloom, while others tried to find their way back to the
had gathered around their chieftains and sought to dubious safety of Halfway’s walls, but everywhere
make war upon the trespassers by striking at them in they turned nomads lunged out of the storm to cut
the shadow of their precious hive cities. Storm callers them down.
chanted to the sky and waved their staves invoking the
Great Ash Spirit of Necromunda. The world responded Driven mad with fear, pilgrims rushed the gates of
by hurling down bolts of lurid-yellow lightning from the Halfway, screaming over the howling gale to be let
heavens and visiting a gale upon the wastes between in, but the locals pushed back, firing their weapons
Primus and Temenos. The greatest fury of this storm into the crowd, heedless of whether they hit pilgrim
fell upon Halfway, roaring winds battered the scrap or nomad. With a crack that could be heard over the
walls of the settlement and reduced visibility to only tempest raging around Halfway, the gates gave way and
a few metres. Pilgrims, already weary from the road, both travellers and raiders spilled into the settlement.
huddled into clusters under whatever protection they Buildings became strong points, with individual haulers
could find, while crusading gangs and Cawdor Ridge and runners providing platforms to both fight from or
Walkers patrolled the edges of the camp, trying to see to hide under. There and then the settlement might
into the gloom. have been overrun, such was the chaos among the
pilgrims and disorder among the settlers. Fortunately
When the nomad assault began, it started with a for Halfway, a lone wanderer was taking his rest in
whisper. Dozens of sentries vanished as if the storm Halfway’s notorious Halfcut Drinking Hole. Stepping out
itself had come alive and taken them; one moment onto the street, the rogue Enforcer Ashwood Stranger
their companions were watching their shadowy drew his pistols and made some room. Snapping off
outlines in the haze, the next they were gone. Gangers shots at nomads, it did not take long before settlers,
aimed their weapons into the roiling clouds, looking for pilgrims and even a few of the local Enforcers were
targets but they found none. Even the sounds of the fighting at his side. Confronted by this knot of stubborn
camp were stolen by the storm. resistance, the nomads faded back into the wastes,
the storm dying as they retreated, leaving Halfway
battered but defiant and the ground carpeted with
pilgrim corpses.
BITE THE HAND As if in reply to her indignation, a group of cowled
“You don’t understand!” pouted Haera over her individuals entered the room. She recognised the
father’s sealed stasis casket. livery of House Cawdor and the symbols of the
Redemption, but these men also carried a symbol
“They all fawned over you, licked your boots, she had only recently become familiar with − that
gave you whatever you wanted − even dear old of the Prophet. Their leader, a massive brute with
grandfather named you truest of the trueborn! burning candles mounted on his shoulders and a
Handed everything… no wonder you turned into such great power axe in his fists, advanced on her, hatred
a slovenly thing.” bright in his eyes.

On the other side of the transparent casket lid, “Ah, now this is more like it. Let me send you
Gerontius Helmawr did not reply. back to your false Prophet… in pieces!” She swept
forwards, her phase sword lashing out in a blur.
“When I reshape this world, they won’t even The hulking Redemptionist tried to brush aside her
remember your name − you will be just another weapon with the haft of his axe, the weapon passed
footnote in the Helmawr line, like what’s-his-name or through his block, burying itself deep in his chest.
that aunt we never liked… whereas my legacy will live As Haera bore the man down under the weight of
on for millennia… hives will be named after me!” her blow, she used his body to vault into the midst
of his companions. Completely taken off-guard, the
She turned towards the chamber entrance to see Redemptionists attempted to defend themselves,
if either of her guards dared have an opinion on but in a few brief, bloody moments they joined their
the subject but was surprised to find them absent. brother on the floor.
Sliding off the casket and leaving her father to his
rest, she moved towards the doorway, also noting Standing over the gore-spattered remains of the
the security door was ajar, where she was sure it had assassins, Haera flicked blood from her sword and
been closed a moment ago. fixed a stray strand of hair.

They came out of the shadows around the chamber “You know,” she said to the scattered bodies, “I’m
all at once, assassins armed with glowing power starting to think your Prophet doesn’t like me.”
blades. She barely had time to note the dirty faces
and ragged clothes behind the expensive looking
weapons before she was fighting for her life.
Fortunately, Haera had never been one to miss
a chance at combat training − a fact numerous
maimed or crippled tutors could attest to. Weaving
away from the first attacks, she drew her phase
sword and, in a blur of braids and skirts, cut down
the first two attackers. Though they were well-armed,
they lacked any real skill, making her wonder why
someone would go to the trouble of sneaking them
into the spire in the first place.

“Is this the best they can offer?” she mocked, as


she cut down another of the attackers. “I mean,
really, my father warranted a murder-cyborg, and I
get what? Beggars scraped up from the depths of
the underhive?”
EYES OF THE SCRUTINATOR Credo tried to deal with the Scrutinators in Hive
Haera would have been concerned to discover that Temenos. In darkened corridors and seedy drinking
many of her loyal servants sent to defend Temenos holes, Scrutinators and their Enforcer patrols were
from the Prophet had succumbed to the whispers of ambushed by scum gangs and hired killers, each
the saint. Secret signs were traded and tokens were encounter ending with the Enforcer investigators lying
exchanged by Enforcers to make their true allegiance dead on the floor.
clear to their brothers and sisters. Only the Scrutinators
were immune to these whispers; their primus, Servalen When masked gunmen, armed with auto weapons and
in particular was driven to uncover the spiritual rot that shotguns, came for Servalen, she was alone in the
seemed to be infecting her people. archeocroft of the cathedral, inspecting the great doors
of the vaults after following the trail of Ahrmund’s
As Servalen began her investigation in earnest, night-time sojourns. KB-88, her Cyber-mastiff, sensed
Credo came to Temenos and set her own plans in them first, cocking its robotic head to one side. This
motion. Part of this plan involved some ‘help’ from the was all the warning Servalen needed, snatching her
notorious bounty hunter Kal Jericho. In the wake of the sidearm from its holster and spinning to face the
Great Darkness, Kal had been chasing bounties on the darkness. The first killer to emerge took a round to the
cult leaders and criminals who had infested the hives face and went down in a tangle of limbs and blood;
during the crisis but had since skulked back to their the second, she shot in the chest, his autogun letting
warrens. When Credo approached him with a job, he out a stammering burst of weapons fire into the floor
was initially sceptical of her motives − having heard before he collapsed. When the third came, he was
mixed things about the rebel lord and her followers − more cautious and Servalen was already moving for
but, as Scabs pointed out, her credits spent just as well cover in the shadow of the great doors. Shotgun blasts
as any others. While Credo stirred up discontentment hammered her hiding spot, one after the other, as
in Temenos, Kal and Scabs set out for Dust Falls. the scum tried to flush her out. In his single-minded
determination he had forgotten about KB-88, and the
Under the fine rain of dust that gave the underhive robotic hound lunged from hiding, tearing his throat out
settlement its name, a resistance to House Helmawr in a crimson shower.
was brewing, the locals outright barring Enforcers from
entering the town. So far the Enforcers were too few to As silence descended, Servalen emerged and
force their way in, though they continued to gather their inspected the would-be assassins; if she needed
strength as more patrols migrated downhive to the evidence she was on the right track, it was lying at her
depths of the Nexus. The locals, organised around a feet, bleeding out. A quick inspection of the bodies
number of gangs, likewise could not leave the safety of uncovered what she expected − the seven-pointed
the underhive, and so the stand-off continued. At least scar of the pilgrimage like those she had seen some
that was until Kal Jericho arrived. Enforcers marking on their armour − especially those
who guarded the vaults, and those who watched
While Kal was fermenting discord in Dust Falls, and over Ahrmund…
drawing the attention of Lady Haera to her own hive,
THE BLOODY EIGHT The Butcher and his followers descended on the Plaza
Credo’s failure to kill Servalen forced Ahrmund to of the Saint Valdon the Pure in the heart of Temenos
take matters into his own hands. The rebel lord Hive City. Within hours its white marble streets and
seemed content to have stirred up chaos within the graceful vaulted arches were painted red with gore,
hive before descending into its depths on another the remains of its people heaped like carrion at the
errand for her master, however, the cardinal feared feet of the saint’s smiling statue. Ahrmund, horrified
that the Scrutinator was closing in and that she by the desecration of this holy place, ordered his
would soon wring the secret of his dreams from him. personal guard to drive the cultists out with all haste.
In the depths of last night cycle, he sent out agents In an ill-conceived frontal assault, the Enforcers and
to the Castigation Cells – Temenos’ great prison for supporting Temenos militia found themselves drawn
heretics and scum considered too dangerous for the into a brutal killing ground. In the close quarters
Enforcer punishment gaols. There, slavering leaders around the plaza, Corpse Grinders − their numbers
of the Corpse Grinder Cults, recently brought to swelled by those who would rather be feeders than
heel after the Great Darkness, were set free − the food − engaged the Enforcers toe-to-toe. It was a
madmen immediately falling upon their liberators in savage bloodbath for Ahrmund’s forces and in a single,
a cannibalistic fury. Within the cycle, cultists were terrible battle, he robbed Temenos of many of its best
skirmishing with Enforcers and hivers throughout the fighters, while providing the cult with piles of fresh
lower levels of Temenos, and Servalen found herself meat for their feasts.
embroiled in a dozen running gun battles. The faithful
saw this outbreak as a test and rallied to put down the Servalen, who had long suspected Ahrmund’s
heretics, led by the sanctioned Enforcers of Ahrmund’s connection to the Prophet, or at least that he was
personal guard. not working in the best interests of House Helmawr,
had little trouble uncovering his involvement in the
Unfortunately for the cardinal, he had underestimated release of the cult leaders. Ahrmund, in his haste, had
the danger posed by the cultists. Among them was the been sloppy and left plentiful clues for her to follow
Butcher Bonegorger, once a vessel for the Harvest Lord in the form of easily broken lay-priests, unencrypted
and leader of the Bloody Eight Cult. Bonegorger had vox records and even pic recordings of the faithful’s
been imprisoned because he had proven impossible to meetings. She was now, however, left with the choice
kill − the Enforcers having tried to execute him no less of going directly to Ahrmund to squeeze answers
than twelve times, using everything from close range from him, or to deal with the cultists. In the end, she
bolt rounds to massive electro shocks. Each time, the chose the latter as, after all, what matter would it be
leader rose again, the Daemon in his flesh causing his if Ahrmund was brought to justice if there were no
wound to close over the terrible damage wrought to his Temenos left to save.
body. Bonegorger, freed from captivity, set about the
task he had been at before his capture – summoning
the Harvest Lord to Hive Temenos.
The key to quelling the uprising, as the Scrutinator Vaulting down from the darkness, the Scrutinator and
saw it, was to kill Bonegorger. Without their leader, Delaque fell upon the Corpse Grinders. Whispering
the Bloody Eight were starving dogs who would feed gunfire scythed down a dozen cultists, but a score
upon each other until there was nothing left. Servalen more roared their anger at the intruders and rushed
had met and dealt with cult leaders like Bonegorger to attack. Servalen only had eyes for Bonegorger,
before and knew she needed to get close enough to scrambling up a pile of corpses and snapping off
deliver the kill herself − her own special talents doing rounds as she charged. The Butcher’s eyes had
the rest. This was no small feat, as the Plaza of the vanished into pits of glowing flame and his lips
Saint had become a gore-soaked fortress. Not one stretched too far back from his teeth, causing his
to eschew allies of necessity, she turned to an old cheeks to tear and his jaw to break with a snap.
adversary who now called Temenos home, having been The thing that now wore Bonegorger’s skin leapt at
driven from the ruins of Cinderak City – the Delaque Servalen, grabbing her by the throat but instantly
Yithir the Fade and their gang, the Silent Serpents. recoiling as it felt the psychic void where her soul
Yithir was no friend of House Helmawr, but even they should have been. In return, she lodged her pistol
could see the darkness that had descended on the into the creature’s grinning mouth and emptied the
hive, and like all Delaque traded in favours. Like a weapon’s chambers. Without the protection of the
gathering of shadows, the Scrutinator and her new Warp to sustain it, the Daemon was forced back to
companions moved through the walls and ductways the æther and Bonegorger’s remains fell headless
of Temenos. Creeping past blood-spattered sentries to the ground. Servalen turned to see how the battle
and sickening meat feasts, she climbed and crawled was faring, KB-88 standing over half a dozen cultist
until she was looking down on Bonegorger beneath the corpses, the Delaque holding back the rest. With
now rust-red statue of Valdon. The Butcher was praying their leader dead and the influence of the Daemon
to his dark god, and Servalen could feel the psychic gone, the cultists became a rabble − just as she
energy bleeding from him. Bonegorger’s body jerked had predicted − and with a voxed order she called in
unnaturally as if invisible hands were twisting him like the Enforcer patrols surrounding the plaza to renew
a ragdoll and Servalen knew she had little time to act. their frontal assault and clean up the now leaderless
cult. The Bloody Eight were done, now to deal with
the cardinal.
MADNESS OF LORD MORMAER the Army of the True set out in a rumbling column of
To the east, the carefully balanced order of Hive vehicles adorned with icons of the faith. The Thane’s
Primus was being tested. Lady Haera had consolidated forces rampaged up the pilgrim’s trail, repeatedly
her power in the spire, though the Clan Houses still striking at the trailing end of the great procession to
bickered and defied her complete rule, especially Temenos, rolling west along the Spider Points and on
the Eschers and Orlocks. Hive City was overrun with through the wayshrines, before descending on the
followers of the Prophet, while the Palace of Bones settlement of Lone Scav. Around the tiny scrap town,
had become a war zone of competing faiths, each a sea of the Prophet’s followers had encamped. These
claiming to know the truth of the Prophet’s word. In were the old, sick and feeble of the pilgrimage, too
the underhive, the arrival of Kal Jericho had seen a weak to reach Temenos but drawn from their homes
new unstable element enter the Dust Falls stand- and hives by the word. The Army of the True fell on
off, with both sides counting the hours until the them without mercy. Redemptionist cultists purged the
shooting started. settlement with flame, the Thane encouraging their
excesses after years of decrying their extremism to
Meanwhile, in the shadow of the ancient hive, an Lord Helmawr. By the time the sun set, only bones, ash
army was gathering. Thane Mormaer, having barely and rising smoke remained − Mormaer’s army having
escaped the Palace of Bones with his life, had sent out already moved on.
the call to the Word-Keepers and Cawdor throughout
the cluster, declaring the Prophet a heretic of the From Lone Scav, the Thane’s forces hit a dozen other
faith. This rallying cry gathered together those faithful camps and shrines across the Lightning Plains,
already struggling against the followers of the Prophet each time leaving only scorched earth in their wake.
and hundreds of workers, scavengers, gangs and Much like the pilgrimage before them, at the walls of
outlanders all massed under Mormaer’s banner of Halfway they faced their first real challenge. The large
the True Redemption. Led by cadres of Ridge Walkers, settlement had been completely consumed by pilgrims
and was a nexus for those travelling on to Temenos,
including scores of crusading gangs. Bullets and frag
grenades greeted the Army of the True as it assaulted
the town, their Ridge Walkers and other vehicles
smashing their way in, only to find the streets criss- In their tens of thousands, the pilgrims swarmed
crossed with barricades and kill zones. Redemptionists around the Army of the True. In knots of ten or twenty,
rained fire on the defenders, with Mormaer himself firing Mormaer’s heavily armed gangs held back the human
the flame cannon mounted atop his ash rig until the tide but were inevitably overwhelmed and ground into
scrap metal walls of the settlement were ablaze with the dust by the pilgrims. The elite of the Prophet’s
burning promethium. soldiers, mounted on their own vehicles and walkers,
made for the Thane, ploughing a path through his
Out to the west, where the Road of Graven Faces met followers. Among them were Enforcers converted to
the first gates to Temenos, the crusade finally took note the word, well-armed and armoured and riding their
of Mormaer’s assault. The Prophet sent his favoured outland runners.
believers and the greater measure of his soldiers back
along the trail to meet their attackers. On the shores As the two sides crashed together, Mormaer’s rig
of the Waters of Soronous, a filthy puddle of scum caught a krak missile to one of its front wheels
barely worthy of the name, the two zealous armies met. and flipped over into the ash. The Thane and his
Cawdor from a dozen hives, and as many faiths, fell Redemptionist bodyguard clambered up onto the
upon each other with fury. Mormaer, now clad in the wreck to make their last stand as, much to his dismay,
full regalia of the Redemption, led a flaming spearhead Mormaer watched his army disintegrate around him.
of ramshackle vehicles and walkers into the ranks of Laughing maniacally and calling out to his God-
rag-clad outlanders brandishing scavenged weapons. Emperor for aid, Mormaer was dragged down by
At first the followers of the Prophet fell back before this Enforcers and taken away in chains, leaving only the
onslaught, burning pilgrims staggering and running in word of the Prophet in his wake.
all directions. Many were ground under the tyres of the
Thane’s rigs and runners. But this initial momentum was
soon lost as it became clear to Mormaer that he had
underestimated the true size and strength of his foe.
THE DUST SETTLES
Bolt rounds chewed through the barricade Kal Jericho was crouching behind − the explosive rounds sending
more dust into the thick cloak that hung over Dust Falls.

“Scabs!” he yelled over the sounds of the firefight. “Scabs, you ingrate! Do you see him?”

Somewhere beyond the barricade, Kal heard his sidekick whimper. Ignoring the armoured silhouettes of
Enforcers advancing towards the Six Clans, the bounty hunter ducked out of cover and rushed towards the
closest pile of rubble. Nearby, an Escher Death Maiden vaulted out of the gloom and hacked two Enforcers
apart with paired powerblades, only to be thrown off her feet as a spray of bolter fire caught her in the chest.
Kal also saw two Orlocks, crewing a quad heavy stubber and laying down thunderous fire into the attackers,
while a Goliath wielding a roaring chain axe screamed and wrestled with a half-dozen enemies.

“Scabs?” Kal yelled again, peering into the clouds of roiling dust. Looking around, he saw a pale shape
cowering in the rubble that surrounded the drinking hole. Crawling forwards, he discovered the scummer,
curled up against a fallen girder, clutching his plasma rifle like a frightened child.

“Hey buddy… how’s it going?” Scabs didn’t look up. “You remember when I asked you to find that Enforcer
with the gold stripe on his shoulder?”

Without looking up, Scabs pointed off into the dust.

“Thanks.” Kal smiled, “Oh, and when you are done wetting yourself, could you kill some of these guys? You’re
making me look bad.”

Kal scrambled off in the direction Scabs had pointed. He could now see there was a ferocious battle raging
around the entrance to the Six Clans − a ring of Enforcers firing into the building as dozens of gangers
fired back with equal fury. He noted that, of the defenders, almost all of the major Clan Houses were
represented… Nothing like a life-or-death battle against authority to bring people together.

Then he spied his target − a Palanite Enforcer Captain. The Enforcer was directing his men towards the Six
Clans, patrols of Enforcers streaming down the suspended roadway from the hive above. Inching closer, Kal
considered his options. As soon as he broke cover, he was sure they’d see him and give him a third nostril −
one too many in Kal’s opinion − but he needed the key he could see swinging on the captain’s belt. Instead,
he chose a different approach.

“Captain!” He cried. “I have orders from Lord Helmawr!” He held out an old belt buckle as he closed the
distance, hoping the captain might mistake it for some kind of official seal. However, a few strides away, Kal’s
eyes met those of the Enforcer and he could see his rather weak ploy had failed. The two men went for their
sidearms at the same time, but before either could fire, a plasma bolt took the captain in the chest.

“Scabs, you wonderful scummer… I knew I could count on you!” Kal grinned, already snatching up the
captain’s gene-key from the smoking corpse while Scabs fired into groups of Enforcers.

“Ok Scabs, time to do what we do best… RUN!”


TEMENOS DEFIANT Outnumbered and cut off from Hive Primus, Haera’s
For days the pilgrims had been hammering at the gates Enforcers retreated towards the vaults. Scrutinator-
of Temenos. In places, groups of the Prophet’s faithful Primus Servalen had moved too late on the cardinal, it
had secretly entered the hive, and the Enforcers still being little comfort that she had been right all along,
loyal to Haera and House Helmawr had their hands and so joined the remaining Enforcers in their final
full trying to keep the great ash gates closed to the defence. Lady Haera had left explicit orders to hold
outside world. In the end it was Ahrmund who opened the vaults at all costs, for she had suspicions of what
the way for the Prophet, the once great Cardinal of lay within. The first clash came in the Ayrus Basilica,
Temenos storming into the tower overlooking the road at the foot of the Thousand Holy Stairs leading up to
to the Pilgrim’s Gate and the Grand Saints Way. His the Cathedral of the Emperor Deified. Ready for the
faithful Enforcers and personal militia guard cleared pilgrims, the Enforcers laid down a brutal crossfire with
out Helmawr’s Enforcers, and with a grand gesture he boltguns and sentry turrets, killing hundreds in the first
opened the way for the pilgrimage. Beneath the great seconds of the battle. Yet this was but the smallest
arch of the ash gate, Ahrmund met the Prophet and part of the pilgrimage, and hundreds more poured
they embraced, the people rejoiced to see their faith into the Basilica. Fighting was soon hand-to-hand
unified − a sign the Redemption of Necromunda now with crazed Redemptionists clashing with Enforcers,
spoke with a single voice. while the Palanites struggled to hold back the tide of
humanity. With their ammo running low and more than
Both the cardinal and the Prophet could hear the voice half their number dead or dying, the Enforcers were
of the Lost Saint calling to them, and Ahrmund guided forced to fall back, retreating into the heart of the hive.
them through the hive towards the sacred vaults. As
the procession moved among the streets and domes
of Temenos Hive City, it swelled in size with Cawdor
and clanners of all kinds falling in behind their leaders
− the voice of the saint speaking ever louder to those
who could hear it.
A dozen more times the Enforcers laid ambushes or At last, only a handful of patrol sergeants and Servalen
set up kill zones for their attackers, each time inflicting herself remained, their weapons almost out of ammo
horrific losses on the Redemptionists, but each as they sheltered behind the pile of bodies that ringed
time falling back. Finally, at the eastern gate of the the eastern gate. Even KB-88, Servalen’s faithful Cyber-
vaults they made their last stand, flanked by hulking mastiff, was little more than a sparking ruin among
Sanctioner automata and armed with every weapon the bodies, out of the fight until it could be repaired.
they had left in their arsenal. Muzzle flashes and Rather than press their advantage, the Redemptions
explosions lit up the gloom as smoke filled the statue- stopped short of Servalen’s survivors and an eerie
lined approach to the eastern gate, chunks of masonry silence descended on the battlefield. Then the pilgrims
were torn from the walls and floor as Enforcers laid parted, like the opening of a gateway, and the Prophet
down automatic weapons fire into the approaching himself walked towards the Enforcers, his arms held
pilgrims. No matter how many were felled, there was out before him. The Scrutinator’s companions felt their
always more willing to give their lives, fearless in the weapons fall from slack hands and stood to meet the
face of the Palanites. Sanctioner automata waded into figure striding towards them. Only Servalen seemed
the fray, their suppression weapons scything down unaffected by the Prophet, and watched as her allies
scores with each shot, but they too were overwhelmed climbed over the bodies of their fallen brothers to
as Cawdor gangers climbed onto their backs and bore meet their new messiah. Falling at the Prophet’s feet
them down under weight of numbers. they kissed his outstretched hands, their eyes wet
with tears. Sliding her last round into the chamber
of her stub gun, Servalen levelled her pistol at the
Prophet’s head, her finger tightening on the trigger.
Before the shot rang out, a grinding roar enveloped the
chamber. The ground shook and dust fell in curtains
from the ceiling. Servalen ducked back into cover as
the vaults’ mighty doors opened, even the pilgrims
were momentarily awed by the workings of the great
machinery. As the void beyond the portal was revealed,
shadows emerged accompanied by the hiss of silenced
gunfire. Delaque, dark against the greater darkness,
fired into the front ranks of the Redemptionists, even
as the faithful rushed forwards to protect the Prophet.
Servalen, seizing the opportunity, retreated into the
vaults as her Delaque allies fell in around her.

Several pilgrims moved forwards to pursue, but the


Prophet stopped them with a raised hand. From out of
the press of the faithful Lady Credo emerged, colourful
Escher fighters and heavily armed Cawdor gangers in
her wake. Without exchanging a word, Credo led her
fighters into the vaults after Servalen, the pilgrims
watching in silence.
CRYPT OF THE SAINT entrance behind her, and she was forced to back
Menacing statues and shadow-filled display cases away towards the sarcophagus. Before her stood Lady
loomed out of the gloom as Servalen and the Delaque Credo, an outlaw Servalen had heard much about,
retreated from the circle of light marking the open but never had the displeasure of meeting. Drawing
east gateway. Yithir the Fade and their Silent Serpents a fighting knife, Servalen lunged towards the rebel
showed Servalen the oath coin Haera had given them lord, knowing no words would change the outcome
and, in whispered words, told her of the Lost Saint of the battle. In a fluid motion, Credo met the attack
the Prophet sought to wake. The Scrutinator had with her own blade and the two danced around the
little knowledge of the Imperial Creed, but a talent for coffin, trading lightning fast blows. Despite Credo’s
dealing with psykers and their ilk − and something superior bionics and the reach of her power blade,
about this had more than a touch of the Warp about it. the two were evenly matched, Servalen making
Peering into the dark, she concentrated on feeling the up for her disadvantages with pure determination.
esoteric currents as they moved around her − repelled Credo, like all living creatures, was also repulsed by
by the nature of the thing she was. It did not take long the Scrutinator’s absent soul and often gave ground
for her to locate the presence of the thing deeper in when the pair got too close. After a few moments,
the vaults and though she could not hear its voice, she with no clear advantage, Credo decided to end things
had no doubt it was speaking through the Prophet, and and drew her pistol, intent on putting a round in the
now the cardinal. troublesome Enforcer.

Gunfire snapped Servalen back to the present. Escher Gunfire thundered from the entrance to the chamber
moved in from the shadows, and Yithir and their and Credo was forced to dive behind the coffin for
fighters scattered. The Scrutinator, mindful of the cover. A hulking Goliath, with a spiked punching
single round in her gun, plunged ahead, deeper into gauntlet wrapped around one fist, lumbered into the
the vaults, leaving the sounds of battle in her wake. room, smoke still drifting from his bolt pistol. Servalen
recognised the brute as the outlaw Durgan Kill-fist,
Having flanked the expanding firefight, Cawdor gangers and beneath the grinning face, the glint of an oath
rushed out of the dark towards Servalen. Not wanting coin hanging round his neck, like the one Yithir the
to use her last shot, the Scrutinator clubbed out with Fade carried. It seemed Haera had sent more than
her gun driving one attacker back, but then more one kind of ally to Temenos. Readying her weapon,
closed in, clutching a variety of improvised melee and with the odds back in her favour, the Scrutinator
weapons. In her desperation, Servalen smashed the rose up to face Credo once more − but as she did,
nearest cabinet and grabbed the strange looking cube she noticed the pock marks where Durgan’s gunfire
from inside. The thing suddenly came alive in her had hit the coffin. With a shudder and a sound
hands and she hurled it towards the Cawdor − as much like cracking ice, the seals broke and the lid of the
to get rid of it as she was hoping it might have some sarcophagus began to lift.
effect. Spikes shot out of the cube, impaling two of the
fighters, their blood hungrily drawn up by the device.
Servalen did not pause to see what happened next,
rushing off once more towards the saint’s crypt.

After several breathless moments, the entrance to


the crypt loomed up before Servalen. It was an arch
in a wall of dozens − each one doubtless hiding
some profane secret of the Ecclesiarchy. Without her
sense to guide her, she would have thought nothing
of it and passed the entrance by, but guided by the
‘wrongness’ of it, she plunged ahead. Within, a single
massive iron coffin dominated the room, adorned
with strange symbols and ancient seals − each one
bearing a seven-pointed star. Before she could take
in any more of the room, a shadow burst from the
LUCK OF JERICHO gene-print and a moment later, with Kal’s identity
Chaos reigned in Primus’ Hive City. Those dedicated to confirmed, directed him to the gate. The guards gave
the word of the Prophet rampaged through the streets Scabs distasteful looks, but Kal insisted he needed to
and domes, chanting litanies of the Redemption as bring his ‘manservant’ with him and the pair passed,
they tore down the icons of House Helmawr. Enforcers unmolested, into the spire.
fought crazed Cawdor and crusaders in the habs and
factories as workers, interrupted in their dreary work, Beyond the Wall, Kal’s luck continued to hold as he
took cover as best they could. Most of Haera’s forces strode imperiously from one enclave to the next,
had been sent uphive to defend the Wall between working his way up into the Imperial suites of House
Hive City and the spire, the self-appointed leader of Helmawr. Brushing aside confused guards and using
House Helmawr trying desperately to gain control of his Helmawr blood to bypass gene-locks, he at last
the pilgrims. House Ko’Iron and the Ministorum still arrived at the chamber he was looking for − the resting
on Necromunda were less than useless to her − due place of Lord Gerontius Helmawr.
in no small part to her own efforts to get rid of their
most competent leaders. They prattled on about trying Unfortunately for Kal, this was where his luck ran out.
to bring the Prophet and his followers into the faith, Alerted by his excessive use of his Helmawr heritage,
or bickered over minor interpretations of the Imperial Haera was waiting for him, draped casually over the
Creed − claiming the answer lay in understanding the stasis casket containing their father. Though the two
will of the God-Emperor. had never formally met, they immediately recognised
in each other some of Gerontius’ most noteworthy
Amid the mayhem, Kal Jericho had slipped through qualities − in Kal, the raw charisma and unbridled
the Enforcer lines during the battle for Dust Falls and confidence − in Haera, the depthless cunning and
was making his way uphive. Using his newly acquired thirst for power. Kal’s hand dropped to his trademark
Palanite gene-code, he bypassed many of the defences pistols as Scabs dove for cover, but Haera rose from
below Hive City, keeping to the shadows when roving the casket and leapt across the chamber like a coiled
bands of Redemptionists came too close. Scabs, ever snake with her power spear flashing out towards the
the pessimist, spent the journey telling Kal just why this bounty hunter. Kal ducked to one side, snapping off
was a terrible idea − and no matter how much money laspistol shots, the brilliant bolts sparking off Haera’s
Credo had promised him, no reward was worth what power shield. No sooner had Kal come to his feet,
they were walking into. Kal, with his typical bravado, than Helmawr’s daughter had drawn her phase sword
simply told his warty companion that he was sure it and was thrusting its point at his head. Vainly, he tried
would all work out somehow. This overconfidence was to parry with one of his pistols − the sword cleaving
to be tested as the pair approached the Wall. The few the weapon in two and forcing him to stumble away,
conveyors and gates through this massive edifice were dropping his guns. Haera lunged forwards to impale
well-guarded by elite Enforcers, Sanctioner automata the unarmed bounty hunter; at that same moment,
and countless automated defences from auto-turrets a superheated blast from Scabs’ plasma gun hit her
to hunter-mines. Looking up at the Imperial Stair, the in the back. Her shield overloaded in a blaze of light,
main egress from Hive City to spire, Kal felt a moment temporarily blinding Kal and Scabs. When they could
of doubt, but this quickly passed and he shouldered see again, the crazed noble was gone. Still waving his
his way forwards through the crowds of guilders and gun around should she return, Scabs moved over to
nobles all eager for the protection the Wall offered. the stasis casket containing Gerontius. Together, Kal
and his sidekick activated its suspensors and made
Scabs tugged at Kal’s arm fearfully as they got closer their retreat.
to the helmeted Enforcers watching the gates; Kal
pushed aside a rotund merchant trying to plead his Later, with Lord Helmawr safely hidden in a transport
case for admittance. Without breaking stride, Kal case, the pair used Kal’s gene-code to slip out of the
announced himself as one of Lord Helmawr’s offspring spire and into the throngs of angry pilgrims – Scabs, in
and proffered his hand for a gene-scan. Hesitant his haste, leaving the gateway carelessly open…
at first, but taken in by the confidence of this tall,
well-dressed stranger, the gate sergeant took Kal’s
IMMORTAL MASTERS “Come on!” she cried, “We can’t beat it here…”
Ozostium Aranthus rose with fluid grace from his Durgan resisted for a moment, then followed
sarcophagus, the perfection of his artificial body, Servalen back into the shadows of the vaults, racing
breathtaking. Even Durgan briefly paused at the sight into the darkness.
of the beautifully sculpted giant, before charging
forwards to smash it in the face with his kill-fist. Ozostium made no effort to follow them and as he
But before the massive weapon could connect, righted himself, considered the slight damage the
Ozostium spoke. weapon had done to his chest plate. From behind
the sarcophagus, Credo emerged, her blade at
“STOP!” her side.

Durgan stopped. “My master,” she whispered, looking up at the


towering artificial creature standing before her,
Reaching out with a slender, shining hand the an expression of pure adoration on her face.
Aranthian wrapped his long fingers around the Ozostium, in turn, looked down at her with a look
Goliath’s throat and lifted him from the ground of beneficence etched into the metallic mask that
as easily as a grown man might lift a small child. represented his face.
Durgan struggled pointlessly in the giant’s grasp
as Ozostium inspected him, turning his whole “They must be awakened.”
body, limbs flailing, one way and then another as if
wondering what manner of creature he held. Then “And so they shall be, my master − already, my
the Aranthian casually sent Durgan flying across the agents scour this world for their resting places and
chamber to crash into the wall in a shower of dust prepare Necromunda’s throne for your ascension.
and stone fragments. But until you have your brothers and sisters, you are
still vulnerable. Even now, when our enemies are in
“Hey! Metal man!” Servalen yelled out as Ozostium disarray, we still must move with care. Your return
was about to take a step towards the fallen Goliath. will draw old enemies from the shadows − eager to
The Scrutinator had snatched up Durgan’s bolt pistol finish what they started so long ago…”
and was loading a fresh magazine.
“It matters not,” said Ozostium. “They cannot stop
“STOP!” roared Ozostium again, holding out an open what is to come − the Heptagonian Prophecy will be
palm to Servalen. fulfilled, the trueborn of Aranthus restored and the
line of Helm’ayr ended.”
“No,” she spat back and unloaded the clip into
the giant. Without looking back, the artificial giant strode
out of the chamber, Credo following closely in his
Explosive rounds smashed into the Aranthian’s long shadow.
chest, driving him backwards in a shower of sparks
and flame. Servalen’s gun clicked empty and, as
the smoke cleared, she noted the creature was
practically unblemished. Before it could recover, she
dropped the pistol and raced over to Durgan − who
was just now getting to his feet.

The massive Goliath made as if to charge Ozostium


again − apparently having learnt nothing from his
last encounter.
THE GREAT PILGRIMAGE
AFTERMATH AND ACCUSATIONS
In the wake of the battle of Cinderak City, Credo and her allies move to consolidate
their power while Haera Helmawr retreats to the spire to plot her next move.
Meanwhile, in the wastes, the war continues between the Clan Houses, with
Goliath, Escher and Orlock road gangs at the forefront of the fighting across the
Great Equatorial Wastes.

DEAD SEA RUN


The Goliath Forge Tyrant Hagarn Ironhands and his gang escape Cinderak City
in the chaos of the battle, with a haul of Enforcer weapons aboard his armoured
The Great Pilgrimage
Cargo-8Timeline
Ridgehauler. Hagarn makes a straight run for the ruins of the Mercator
Gate, until Escher and Orlock gangs converge from the wastes. In a fit of malice, he
turns his rig towards the deep wastes of the Irradium Oceanus, and soon both sides
are lost in the swirling storm clouds, never to be seen again.

TURMOIL IN THE GREAT CRATER


As the Escher draw back towards Cinderak City, countless outlaws and outlanders
invade settlements and outposts weakened by weeks of fighting and nomad raids.
At the Rockforge, scum gangs skirmish with the remaining Goliath gangers, while
the Ash Storm Observatory comes under assault from Wyrd gangs believing the
structure’s lenses can somehow enhance their power.

A THREAT FROM THE SKIES


As trade suffers in the wake of the war between the Houses, sky pirates crewing
plundered stratoplanes raid the wasteland. On gleaming aircraft they descend from
above amid a storm of fire. Some of the planes are large enough to carry off entire
Ridgehaulers, like birds of prey snatching rats from the ground.

CREDO’S ARMY
Rumours persist of white robed warriors bearing the icon of the seven-pointed star
fighting in Cinderak City. In the aftermath of the fighting, these individuals soon
become the objects of myth; great deeds and feats of battle are attributed to them,
even though no sign of their presence can be found.

FIST OF THE OVER-TYRANT


Djangar proves to be a poor ally to House Helmawr as he quickly loses interest in
the conflict between the Houses after Cinderak City falls, instead forced to focus on
proving his might by enforcing his right to lead by punishing all those Alphas who
sided against him. In an epic fist fight, Djangar beats down dozens of challengers
until there isn’t a Goliath in Primus willing to face him.

FROM THE PIT


A misshapen spawn, cultivated by the late Brethren of the Black Dawn, escapes
from beneath Cinderak City during the fighting. The thing rampages through the
ruined settlement before climbing to the top of the stormgate watch tower, where it
promptly falls to a messy death on the rubble below.
RISE OF THE PROPHET
From the ruins of Cinderak City, the Prophet arises. Already driven to faith by the
Great Darkness and the horrors it brought upon the world, thousands flock to join
the Prophet’s growing pilgrimage, until it stretches from the Great Crater to the ruins
of the Mercator Gate. Elsewhere on Necromunda, the word of the Prophet spreads
unrest and renewed devotion, as countless cults rise up in his name.

BORN OF ASH AND FIRE


The Prophet appears on the edge of the Great Crater and all those who look upon
his relic hear the voice of the Lost Saint speaking to them. Soon, a vast camp
gathers around the holy man, filled with the survivors of Cinderak City reborn in the
light of the God-Emperor.

THE SLUMBERING SAINT


Earthquakes rock the wastes around the statue of Mung the First, leading the
faithful to believe the ancient saint is somehow displeased with their devotion.
Throngs of pilgrims crowd beneath the statue with offerings, until a swarm of ash
lions breaks the surface and consumes them.

WHISPERS OF FAITH
Across Necromunda, thousands of Word-Keepers and Redemptor Priests hear the
voice of the Lost Saint in the rumble of machines, the hiss of carbon scrubbers
or the howl of ash winds. Gathering up their flocks, they depart their hives and
settlements, making the long journey towards Hive Primus and the Prophet.

SHADOW OF THE PROPHET


Fearful of the devotion he inspires, a motley band of Cawdor scum attempt to kill
the Prophet before his word can spread any further. When confronted by the holy
man, they immediately fall to their knees and swear their allegiance, turning on
those few among them who refuse to join his growing pilgrimage.

REDEMPTION REDEEMED
Outlaw Redemptionist gangs of all kinds emerge from the badzones or outlands,
entering hives and settlements where once they would have been shot on sight.
Some of the most notorious crews ever assembled, such as the Children of Cinders
or the Flayed Pilgrims, are welcomed into the Prophet’s growing following with
open arms.

SLATE’S DAUGHTERS
Slate Merdena holds a family reunion in the ruins of the Lucky Six. Six of his twelve
daughters are present and after making sure each of them is well, he orders them
to go out into the wastes to find their other sisters so that the Merdenas can be
ready for whatever is coming next.
UNREST IN PRIMUS
As the pilgrimage works its way through the wastes towards Hive Primus, the mighty
city is wracked by rebellion and discontent. Enforcers crack down on habs and
factories, bringing the faithful to heel in the name of Lady Haera, but it is only a half
measure, as more and more pilgrims pour into the hive, bringing tidings from the
Prophet with them.

RELICS AND REVENGE


Relic peddlers infest the streets of Dust Falls, offering tokens and trinkets they
claim to have come from the Prophet and his followers. After a particularly poorly
fashioned bone Aquila, said to have been blessed by the Prophet himself, fails to
stop an Escher Gang Queen from getting stabbed to death, her sisters make a sport
out of hunting down every peddler in Dust Falls.

KO’IRON’S FOLLY
House Ko’Iron seeks to harness the power of the Prophet for themselves and
employ an impersonator of the holy man to parade around the spire. The Noble
Houses’ reaction to the poor imposter is one of abject terror rather than devotion,
and a bloody battle immediately breaks out when he is presented – leaving the
‘Prophet’ as little more than a stain on the chamber floor.

DAUGHTERS OF THE FLAME


An all-female Redemptionist gang, known as the Daughters of the Flame, invades
Hive City from the underhive, claiming to be servants of the Prophet. Those of
House Cawdor faithful to the Prophet are divided between welcoming their sisters to
the fold and fleeing in fear as the Daughters burn down everything in sight.

A WEIGHTY LESSON
Enforcers try to stem the tide of pilgrims entering Hive Primus by hanging
trespassers from the Bridge of Saints over the Riftways. Such is the number of
pilgrims strung up, that eventually the bridge itself begins to sag under the weight of
the hundreds of ragged corpses.

THE TRUE CULT


The Cult of the True Resurrection experiences a resurgence of membership as the
word of the Prophet spreads. It is not long before the underhive is teeming with the
crazed Redemptionists, all praising the coming doom of the Imperium, begging for
scraps at settlement gates or setting upon hapless travellers.

DROWNED IN BLOOD
In the depths of the great cisterns of Hive Primus, the Water Guild discovers a
nest of mutants driven from the underhive by the recent influx of Redemptionists.
Backed into a corner, the mutants fight a bloody battle for their lives until the water
pipes of a dozen nearby domes run red with their blood and ichor.
NOBLE BETRAYALS
Lady Haera, realising the pilgrimage’s target is the cathedral hive of Temenos,
seeks to tighten her control over its cardinal, Ahrmund. While within Hive Primus,
Lord Mormaer, the Thane of Cawdor, tries in vain to bring together the splinter faiths
of the Redemption to oppose the rising influence of the Prophet.

GATHERING OF IMBECILES
Noble outcasts from the Noble Houses of Necromunda gather in the audience
chambers of Lady Haera. Convinced that Lord Helmawr’s 13th daughter intends to
murder them, they are surprised when she bestows upon them stewardship of their
respective houses. This would have doubtlessly caused outrage among their more
competent siblings if Haera had not just had them all slaughtered.

PURITY THROUGH PAIN


The streets of Hive City run red as mass flagellations take place among the
followers of the Prophet. Lines of bareback pilgrims wander the plazas followed
by creaking auto-scourges, the sounds of the barbed whips tearing at flesh ringing
throughout the city, and fresh blood spattering anyone not quick enough to get out
of the way of the procession.

COUNCIL OF HERETICS
House Ko’Iron hosts the leaders of the pilgrimage in Hive City, though it is not long
before their council is overrun by the unwashed. Horloom, the august representative
of Ko’Iron, tries to reason with the crowd in the name of the God-Emperor,
sputtering out platitudes and prayers even as he is strung up from the statue of
Saint Gavos.

LAST OF THE REDEEMED


In the wake of Horloom’s demise, Lord Mormaer tries to quell the warring factions
within his own House. The crazed Redeemer, among other fringe members of
the Redemption, are officially pardoned by the Thane, provided they stand with
Mormaer against the rising influence of the Prophet.

A PYRE OF BONES
Hive Primus is overrun by pilgrims, and the Palace of Bones, heart of House Cawdor
in Hive City, is stormed by hordes of the faithful. In the confusing battle that follows,
great fires rage unchecked across a dozen levels of the Cawdor enclaves, the other
Clan Houses keeping their distance and allowing the House of Faith to resolve its
conflict alone.

THE GOLDEN MASK


Mormaer’s golden mask is found in the ruins of the Palace of Bones, leading many
to speculate on his demise. The artefact almost immediately vanishes into the
hands of the scavengers, periodically surfacing for years to come as it changes from
one relic peddler to another, or a convincing knock-off appears.
THE GREAT PILGRIMAGE
Numbering now in the millions, the Great Pilgrimage winds its ways across the ash
wastes between Hive Primus and Hive Temenos. It is a journey fraught with peril
and thousands are claimed by Ash Waste Nomad attacks, predatory wasteland
creatures and the blighted landscape itself. Even so, countless more press on,
following their Prophet to the Lost Saint.

HARVESTING THE WEAK


As the Great Pilgrimage doggedly presses on towards Temenos, countless faithful
succumb to the wasteland. Most are left where they fall, though in places they are
dragged off by vicious outland creatures or even consumed by starving pilgrims –
their once companions using their flesh to find the strength to go on.

HALFWAY DEAD
The small outland settlement of Halfway is beset by a great ash storm. In the midst
of the gloom, raiding parties of Grey Waste Walkers emerge from the dust and
attack the pilgrims sheltering in and around its walls. It is a chaotic conflict, as
much a slaughter as a battle, ending as swiftly as it began and leaving a carpet of
pilgrim corpses across the wasteland.

A FEAST FOR DUSTSTALKERS


While crossing the Saints Waste, a long column of pilgrims become lost in the
constant dust storms, wandering too far north towards the Thatos High Ridge. By
the time they notice the first Helamite mounds looming out of the gloom, it is too
late to run and thousands of the faithful are dragged screaming into the insects’
nests to be consumed by their young.

THE LIVING STORM


A toxic tornado tears across a long section of the Great Pilgrimage, snatching
pilgrims up into its writhing vortex. For cycles afterwards, the tornado snakes its way
across the Lightning Plains, the screams of the dying faithful still trapped within its
radioactive heart carried on the wind for kilometres in all directions.

A CLASH OF FAITHS
On the shores of the Waters of Soronous, Lord Mormaer’s army meets the forces
of the Prophet. The two sides fight with a fury born of true faith, lighting up the
wastes with gouts of flame and thumping explosions. In the end, it is the followers
of the Prophet who stand triumphant, and those few that survive the battle from the
Thane’s army convert to the ‘real’ Redemption.

THE CHAINED LORD


Lord Mormaer is brought before the Prophet in chains, expecting no mercy at the
hands of his enemy. Instead, the Prophet speaks to him using the word, and the
Thane, so long blinded by the lies of House Helmawr, sees that the Redemption and
its countless followers are as one and who their true enemies are: those who would
see the faith used or destroyed for their own ends.
TREACHERY IN TEMENOS
Strife engulfs Temenos as the Great Pilgrimage reaches the gates of the hive city.
Well-armed and ready for the army of faith at their walls, the Enforcers are instead
betrayed from within by Ahrmund – the word of the Lost Saint having infected his
mind. Even though they are robbed of their greatest defence, those Enforcers still
loyal to Lady Haera stage a fighting withdrawal towards the vaults.

A RIGHTEOUS INVESTIGATION
Scrutinator-Primus Servalen uncovers a zealous rot within the Enforcers of
Temenos. Following suspects into the shadowy crypts beneath the great cathedral,
she finds men and women she once counted as allies exchanging tokens of the
Prophet and speaking openly of Lord Helmawr as a heretic of the faith, forcing the
Scrutinator to accelerate her plans.

HELMAWR BETRAYED
Religious assassins penetrate the spire and strike at Lady Haera Helmawr. In the
aftermath, Lord Helmawr’s 13th Daughter has dozens of guards and servants hung
from the hive shell in storm-cages for secretly harbouring faith in the Prophet and
for possibly helping the assassins, despite a lack of any real proof.

BATTLE OF SAINTS GRAVE


In the shadow of Temenos, between the great gates that ring the outlands
surrounding the hive city, Enforcer patrols attempt to slow the advance of the Great
Pilgrimage. The hundred kilometre marker of the Road of Graven Faces becomes
known as the Saints Grave for the shattered remains of statues destroyed in
the fighting.

TEMENOS DEFILED
Cardinal Ahrmund opens the gates of Temenos to the Great Pilgrimage, the
followers of the Prophet flooding into the hive city. Icons of the Ministorum and
House Helmawr are torn down to be replaced with those devoted to the Redemption
and its Prophet. Those few high ranking members of the church still present flee to
the wastes or into the void, lest they face the wrath of the pilgrimage.

EYES OF THE EMPEROR


As Temenos is invaded by pilgrims, the statues of the Great Stair weep. Followers
of the Prophet claim this is the Emperor Himself expressing his joy at their arrival in
the holy hive, while their enemies say it is his great sorrow at seeing it defiled. Then
there are those who claim it has more to do with air pressure and an influx of so
many warm bodies.

A CACOPHONY OF HYMNS
In a final act of defiance, the lay priests of Temenos flood the hive with devotional
hymns praising the Ministorum and its Imperial Creed. With only their voices to
counter the cacophony, the pilgrims make the hive shake with their own sung
prayers, forcing many of the subjects of the hive to seek refuge in the clanking,
hammering hearts of factorums.
A DESOLATION OF FAITH
The word of the Prophet spreads unchecked across Necromunda, and hive
cities from one end of the world to the other are overcome by followers of the
Redemption. Many splinter faiths and religious leaders who opposed the Prophet
now join him, until the vast majority of those devoted to the Redemption adhere to
the teachings laid down by the wasteland holy man.

ROTHGOL IN FLAMES
Goliath clanners, driven to holy madness by the word of the Prophet, set fire to their
factories and forges. To fuel the raging inferno, they hurl the bodies of helots into
the blaze. When Enforcers arrive to quell the arsonists, they are met with brutal
resistance, the two sides fighting amid the burning levels of the hive city.

THE BRIDES OF MYNERVA


Upon hearing the word of the Prophet, thousands of Mynerva Escher are overcome
by religious fervour. Scorning their normal outlandish dress and extravagant
hairstyles, they seek absolution in the Redemption, cladding themselves in white
cloaks and robes to display their purity, and brutally murdering anyone who doesn’t
bow down before the God-Emperor’s majesty.

VISION IN THE QUINSPIRE


A mass hallucination occurs in the Quinspire, as thousands of people witness
the hive’s great spires transformed into a crown of white flame. Redemptionists
endlessly debate the meaning of the vision, though most believe it to be the crown
of the God-Emperor. Less zealous voices claim it is something else entirely and say
in the flames they saw a seven-pointed star.

CAUL RETURNED
Conflicting reports reach the Palatine Cluster of the return of Saint Caul. The
ancient hero of the Redemption is variously said to be walking the Great Ash
Road from Gothrul’s Needle, climbing up from the depths of Bighole or crossing
the Sea of Dust alone and on foot. Countless pilgrims set out to see the saint for
themselves, though few return.

SCRIPTURES OF SCAVTOWN
The walls of Scavtown are covered in scratchings preaching the word of the Prophet.
Dying pilgrims, too sick or wounded to go on, add to the endless litanies, until
kilometres of ramshackle walls are covered in markings and the ground around
Scavtown is littered with ash-covered corpses.

MERCHANT PRIESTS OF TRAZIOR


In an effort to sell more goods to the rising numbers of pilgrims in Hive Trazior, its
Merchants Guild embraces the articles of faith. Soon they are passing themselves
off as gelt priests and bullet preachers, claiming their divine purpose is to outfit the
faithful of the Great Pilgrimage, while at the same time lightening them of some of
their creds.
SHADOW OF ARANTHUS
Within the Vaults of Temenos, an ancient enemy of House Helmawr awakens and
a new era on Necromunda begins. Responding to the waking of their immortal
master, thousands of hidden cells and rebel lords sworn to the lost House of
Aranthus emerge from the shadows to join an assault on the power of House
Helmawr and Lady Haera Helmawr who claims its throne.

THE VAULTS OPEN


The Delaque open the Vaults of Temenos in a final effort to halt the return of
House Aranthus. In doing so, they set off a chain of warning signals that echo
around Necromunda and out into the void. Far from Hive Temenos, old enemies
of the Aranthians listen with interest and ready themselves for the return of their
ancient foes.

BLOOD IN THE SHADOWS


A handful of gangs still loyal to Haera battle Credo’s agents in the shadows of the
vaults. Ancient and terrible weapons are snatched from stasis caskets to be used
by desperate fighters, while hexagrammic cages are broken open, unleashing
daemon-touched beasts long held in check by the Necromundan Ministorum.

OZOSTIUM RETURNS
The Empyrean shudders as Ozostium, the First of Aranthus, rises from his crypt.
A being of ancient and singular power, the Prophet and his followers quickly bow
down before the archeo-giant. In a handful of cycles, Hive Temenos is completely
under the control of House Aranthus, and Ozostium turns his attention to the rest of
the Palatine Cluster.

TALONS OF ARANTHUS
Strange, white-cloaked armies are seen in the depths of the hives and out in the
wastes. Emerging from the underearth, these ancient soldiers carry finely crafted
archeo-weapons and bear the symbol of the seven-pointed star upon burnished
chest plates and helms.

CREDO’S CHILDREN
Across Necromunda, more of Credo’s agents reveal themselves. Centuries of
planning has placed them in almost every clan, house and hive on the world, and
with the voice of their master now speaking to them, they set about tearing down
the web of alliances holding House Helmawr in power.

FORTRESS PRIMUS
Lady Haera fortifies the spire against an expected attack from Hive City, now firmly
in the grip of the Prophet − puppet of Ozostium. Unknown to the matriarch of House
Helmawr, her defences have already been breached by the carelessness of her half-
brother Kal Jericho and his unwashed companion Scabs.
SAINTS OF NECROMUNDA Beneath these are the Great Saints. These are
The Imperium is built upon the bones of saints beyond saints local to Necromunda but recognized by the
counting, and Necromunda is no exception. In the Ecclesiarchy for their contribution to the Imperial
thousands of years since the coming of the God- Creed. Among their number are often clan masters and
Emperor’s warriors, the Adeptus Terra has overseen hive lords of old, as well as warriors who tamed the
the world through the governance of House Helmawr, wastes or saved their cities from invasion or rebellion.
and the Imperial Creed has taken deep roots within the The first Lord of Necromunda, Martek the Unifyer, and
planet and its people. Martyrs have given their lives the father of the Redemption, Encorderius the Lost
for their faith and in turn are revered by the believers Saint, are among their number.
that came after. This has given rise to dozens of saints
unique to Necromunda and hundreds of lesser ones Then there are Lesser Saints such as Mung the Eternal
sometimes limited to individual hives or even regions or Felstyr of Temenos, known only within individual
within them. hives or hive clusters. These are closely tied to regions
like Primus’ Hive City or the Gale Forges of Rothgol,
Broadly, the saints of Necromunda are divided into five and statues of them often loom over the places they
categories. Imperial Saints are the most well-known were martyred.
saints, brought from the greater Imperium and officially
sanctioned by the Ministorum. Often, these are heroes Lower than these are the Pauper Saints, the simple
of Mankind, having been martyred enacting some saints who were workers, beggars or wasters. Mostly,
great deed out among the stars. Among these are these saints, such as Cognus the Saint of Quotas, are
venerated figures such as Valdor the Blessed and Saint connected to the machines of the factory or the gunk
Mina, the patron saint of the Order of the Bloody Rose. that is their lifeblood.

Finally there are Gang Saints, the holy martyrs of the


gangs themselves. As might be expected, these saints
represent the things important to gangs – as shown
by Shanks, the Saint of Knives, and Grog, the Saint
of Wildsnake.

Saints of Necromunda
THE PROPHET OF THE REDEMPTION
The Prophet − as he became widely known to his followers and
foes alike − emerged from the ruins of Cinderak City in the wake
of the battle between the Goliaths and Escher. On a planet
overrun with madmen and hive preachers, he might well have
become just one more crazed voice in the crowd, had it not
been for the strange relic he carried. The ancient remains of a
Redemptor Priest held aloft on a pole, the relic was surrounded
by a palpable aura of devotion, and those who looked upon it
felt as if the God-Emperor Himself stood before them, such was
the faith it inspired. Among his followers, the Prophet is variously
believed to be a reincarnation of Encorderius Brayne − the first
leader of the Redemption, or perhaps a manifestation of the Lost
Saint to whom many Redemptionists offer up their prayers − sent
to carry the relic, and the word, to the people. To his enemies,
he is denounced as a Daemon masquerading as a leader of the
faith, or a xenos infiltrator working psychic magic upon his flock.
The truth, as is often the case, might lie somewhere between the
two. It is said that the Prophet speaks to the relic. Pilgrims often
observe the two conversing, albeit with the Prophet doing most of
the talking. The word of the Prophet, the blessed voice that can
sway crowds and turn the faithless into the faithful, is believed to
come from this relic.

Though he carries only the skeletal remains of the saint and


the banner they rest atop, the Prophet can walk into
battle with little fear for his life. Enemies that try to bring
him harm find themselves overcome by his divine
presence and either lower their weapons or shoot
wide at the last moment. Such is his power, that he can
direct an enemy with a word and only the most strong-
willed can resist. In this way, his followers have observed
him turn grizzled gang leaders against their own, or even stay
rabid animals intent only on slaughter. The greatest strength the
Prophet possesses, however, is doubtless the zealousness he
inspires in those around him. To simply stand in the presence of
the Prophet and his relic is to know utter conviction and devotion
to the Redemption, such that choosing to give up one’s life to save
that of their holy leader is a decision made with no thought or
reservation at all.

The Prophet of the Redemption


SPECIAL RULES
Petition: A House Cawdor, Crusading gang or gang Blessed by the Lost Saint: The Prophet seems to
allied to Lady Credo’s Rebellion does not simply hire lead a blessed life; none can act against him, either
the Prophet. Instead, he may come to the aid of a gang looking upon him with awe or finding they purposefully
when a petition is made by a gang’s Leader. If a gang miss. If an enemy model wishes to make a Fight
wishes to hire the Prophet, the controlling player must (Basic) or Shoot (Basic) action that targets the Prophet,
roll on the following table during the appropriate step they must make a Willpower check. If the check is
of the pre-battle sequence: failed, they cannot perform the action and their action
ends immediately.
D6+Rep Result
1-8 The Prophet heeds the gang’s plea for aid. In addition, the Prophet has a 3+ save that cannot be
The gang may hire him for this battle for modified or ignored by any rule.
80 credits.
9-15 The Prophet reluctantly agrees to aid the Beacon of Redemption: Any friendly fighter that
gang, but it will cost them. The gang may can draw a line of sight to the Prophet may apply a +2
hire him for this battle for 160 credits. modifier to Cool and Willpower checks.
16+ The Prophet feels the gang is capable of
fighting its own battles. The gang may not Articles of Faith: If hired by a House Cawdor gang,
hire him for this battle. the Prophet generates Faith dice as a normal House
Cawdor fighter. However, his faith is such that in each
Note that a gang may make a petition to hire the End phase, his controlling player rolls four D6 for
Prophet, or it may roll on their House Favours table. him, rather than the usual one. He follows the Path of
They may not do both. Only House Cawdor gangs, the Fanatic.
Crusading gangs or gangs allied to Lady Credo’s
Rebellion may petition the Prophet. Outlaw: The Prophet is an Outlaw Hired Gun.
Crusading Gangs

CRUSADING GANGS
Although House Cawdor is primarily known for its As the Great Pilgrimage spreads across Necromunda,
tendency to evangelise their faith to others, any gang gangs are far more willing to openly display their
can be caught up in the spell of a charismatic preacher devotion, even though they know it may lead to them
or religious fervour and decide to start crusading to being ostracised by their House. In this section are the
spread their faith. rules for having a gang embark upon a Crusade and
empowering their representative with holy power.
EMBARKING ON A CRUSADE EFFECTS OF BEING
Religion touches every aspect of life on Necromunda, A CRUSADING GANG
from the small shrines hidden in the underhive A Crusading gang gains the following benefits
dedicated to local saints, to the Redemptionists and drawbacks:
imposing their creed on all with fire, even to the heights
of the Sisters Tower where a Priory of the Order of the • They can perform the Seek Blessing post-
Bloody Rose is sequestered. In uncertain times, hivers battle action.
turn to their saints for guidance and entire gangs can • One of the gang becomes a Conduit, inspiring
dedicate themselves to a saint! the gang and channelling the Saint’s power (see
page 53).
The following section provides guidelines to creating a • They have a set of Tenets they need to follow during
gang pledged to the service of a Saint or running one battles or suffer the consequences (see page 54).
that adopts the Saint’s teaching during a campaign.
During any campaign, any gang, whether Law-abiding
or Outlaw, can pledge their service to a Saint so long DESIGNER’S NOTE: MODELLING
as there is not already a call upon them. This means CRUSADING GANGS
that Corpse Grinder Cults, Genestealer Cults, Helot Crusading gangs provide a wealth of modelling
Chaos Cults, Chaos Corrupted gangs or Genestealer opportunities for players. Techno-pilgrim Van Saar
Infected gangs cannot pledge to a Saint. gangs who have pledged themselves to Calibre,
the Lord of Bullets; Escher Wyld gangs pledged to
Once a gang has pledged itself to a Saint, they may Vermin, the Saint of Rats; or Goliath Forge gangs
not withdraw their service from that Saint, pledge to pledged to Cognus, the Saint of Quotas are just
an additional Saint or change which Saint they are some ideas to theme your gang around.
pledged to; after all, the masses are not forgiving of
one who has shown their faith to be weak! While there are no game requirements to
model a Crusading gang as different from their
PLEDGING TO A SAINT counterparts (after all, not everyone makes an
Pledging a gang to a Saint can be done in one of two ostentatious display of their faith), it is certainly
ways: either the gang can begin in the Saint’s service, encouraged. Also, in a campaign, the Arbitrator
or they can pledge during a campaign. might require Crusading gangs to be distinct from
their secular counterparts so that their opponents
During gang creation, a player can decide if their know what kind of gang they are facing.
gang is pledged to a Saint. If they do, they become a
Crusading gang and gain the benefits and restrictions
described as follows.

During a campaign, a player can attempt to pledge


their gang to a Saint by performing the Seek Blessing
post-battle action (see page 52). If the action
succeeds, they become pledged to a Saint and become
a Crusading gang.
TENETS SEEKING A SAINT’S BLESSING
When a gang is pledged to a Saint, in order to remain If a gang wishes to invoke a Saint’s blessing, and either
in their good graces, they must follow the Saint’s become a Crusading gang or elevate a new fighter to
Tenets (see page 54). A Saint’s Tenets are broken be the Conduit for their Saint, they must perform the
down into three teachings, each of which has an effect Seek Blessing post-battle action.
upon the way a gang operates: the first teaching grants
the whole gang a benefit; the second teaching covers Seek Blessing: This post-battle action can only be
acts the gang must perform during battle to avoid performed by a gang’s Leader; they make a Willpower
being Sanctioned; and the third teaching grants the check and if passed, they have successfully invoked
Conduit themselves a bonus. the blessing of a Saint. The gang is now a Crusading
gang; choose a Saint for them to follow (see
SANCTIONS page 54) and a fighter becomes a Conduit as
If a gang fails to uphold the Tenets of their Saint then described on page 53.
they lose the blessing of the Saint and must make
an offering to appease the Saint by removing D3x10
credits from their Stash during the Collect Income step CRUSADING GANGS
of the post-battle sequence. If a gang is unable to pay AND ALLIANCES
this then the Conduit goes Into Recovery as they offer A Crusading gang cannot enter into an Alliance
their own suffering as appeasement. with any other faction, and when a gang becomes
a Crusading gang, any Alliance they are part of
DEATH OF THE CONDUIT instantly dissolves as no one trusts a fanatic
The Conduit cannot be voluntarily retired, the only way to not follow their beliefs, regardless of what it
out of the service of their Saint is death. If a Conduit costs others!
should die, the gang will no longer benefit from being
a Crusading gang as they have failed their Saint by
letting the Saint’s representative die.

A gang can redeem itself and gain a new Conduit by


performing the Seek Blessing post-battle action. Upon
successful completion of the action, a new fighter is
elevated to be the Conduit, as described opposite.
Note that the gang cannot pledge themselves to a new
Saint in this manner, they must pledge again for the
same Saint.
THE CONDUIT
When a gang pledges itself to the service of a Saint, a single fighter within the gang becomes the Conduit, a
manifestation of the Saint’s will. At the point at which the gang pledges themselves to a Crusade (either at
gang creation or after successfully completing the Seek Blessing post-battle action), a random fighter with the
Gang Hierarchy (X) rule, who does not have either the Sanctioned Psyker or Unsanctioned Psyker rule, becomes
the Conduit.

The Conduit can channel the power of their Saint during battle; they gain the Unsanctioned Psyker special rule
and one of the Manifestation Wyrd Powers of their choice. Additional Wyrd Powers can be gained as if they are a
Primary Skill Set. The Conduit can never gain Wyrd Powers from any other power set by any means.

MANIFESTATION POWERS
1 − Smite the Unclean (Basic): The Conduit looks upon the foe and calls out their sins. Choose an enemy
fighter within 12" of the Conduit; for the duration of the round, friendly models may re-roll wound rolls against the
chosen fighter.

2 − Bless Weapon (Basic): The Conduit invokes the Saint’s blessing upon a weapon. Pick a friendly fighter
within 6" of the Conduit; for the remainder of the round, increase the AP of a single weapon with the Melee trait
carried by the target by 1.

3 − The Saint’s Grace (Basic): The Conduit reaches out and grants the Grace of the Saint to those nearby. Pick
a friendly fighter within 3" of the Conduit; if Seriously Injured, they may immediately roll to recover as if they had
assistance, otherwise they recover one wound and remove one Flesh Wound.

4 − Saintly Radiance (Double): The Conduit channels the light and glory of their Saint, blinding those who
are not worthy. All enemy models within 3" of the Conduit suffer a hit as if by a weapon with the Flash trait. Note
that this hit does not pin fighters.

5 − Bastion of Faith (Basic), Continuous Effect: The Conduit rallies the spirit of those they fight alongside,
letting them know the Saint is with them and sees all they do. All friendly Broken models within 12" of the
Conduit immediately rally. Until their next activation, the Conduit automatically passes any Nerve test or Cool
checks they are called upon to make.

6 − Martyrdom (Double): The Conduit calls upon their Saint to bless their passing and take themselves as
sacrifice. For the remainder of the round, any enemy fighter that can draw line of sight to the Conduit and is within
18" must declare the Conduit as the target of any shooting attacks or Charge (Double) actions, unless they first
pass a Cool check. The Conduit cannot gain the benefits of cover until their next activation.
SAINTS OF THE UNDERHIVE CALIBRE, THE LORD OF BULLETS
There are many Saints in the underhives of Saint Calibre, the Lord of Bullets, is prayed to
Necromunda, some of which are sanctioned by the throughout the underhive. Each time a ganger
Ministorum, but many that are not. On the following hopes they can get one more shot out, tries to use
pages, you will find details of some of the local Saints makeshift ammo, turns a plasma pistol up to full
that a gang can dedicate themselves to. power or desperately searches for a reload, their name
is invoked.
COGNUS, THE SAINT OF QUOTAS
Quotas are everything on Necromunda, meeting TENETS
them often means the difference between life and A gang that is pledged to Saint Calibre must follow
death. As such, shrines to Cognus are displayed these Tenets in battle:
throughout the underhive and offerings left by those
wishing to be spared the overseer’s wrath. Thou Shalt Find Thy Casings: Once per round the
pledged gang may re-roll a failed Ammo check.
TENETS
A gang that is pledged to Saint Cognus must follow Thy Gun Shalt Never Run Dry: If, at the end of the
these Tenets in battle: battle, more than two weapons have an Out of Ammo
marker on them then the Crusading gang is Sanctioned
Thine Labours Shalt Be Rewarded: When (see page 52).
rolling to determine income from Territories, the
pledged gang may re-roll one dice from one of their Thine Casings Shalt Rain Around Thineself: During
territories. The second result must be kept even if it each pre-battle sequence, one weapon carried by the
is worse. Conduit either loses the Scarce trait if it had it, or it
gains the Plentiful trait for the duration of the battle.
Thou Shalt Fulfil Thine Quotas: If the pledged
gang does not earn at least 50 credits from its SHANKS, THE SAINT OF KNIVES
Territories, the Crusading gang is Sanctioned (see The knife is the most basic yet important part of
page 52). any underhiver’s equipment. They don’t run out of
ammo, don’t jam and generally don’t explode, taking
Thine Diligence Shalt Lead To Great Blessings: your hand with them!
During the post-battle sequence the Conduit
may make a Trade action in addition to their TENETS
normal action (this can lead to them making two A gang that is pledged to Saint Shanks must follow
Trade actions). these Tenets in battle:

Thine Foes Shalt Not Expect Thy Stab: All


fighters in the gang gain +1 Strength when using
weapons with the Backstab trait.

Thou Shalt Grant the Peace of the Blade: If,


at the end of the battle, friendly fighters haven’t
performed at least two Coup de Grace (Simple)
actions then the Crusading gang is Sanctioned (see
page 52).

Thine Blade Shalt Forever Thirst: The Conduit


gains a bonus of +1 to hit with any weapon with
‘knife’ or ‘knives’ in its name.
GELT, THE SAINT OF COIN VERMIN, THE SAINT OF RATS
Credits are a universal language on Necromunda – Rats are everywhere in the underhive − impossible to
many a ganger prays for more credits to head their way. eradicate and always able to survive. These traits are
Shrines devoted to Gelt spring up everywhere where held in high esteem in the lower depths and gangs
coins change hands, in the hopes that his blessing will wishing to survive in the most inhospitable climes will
be passed on. often pray to Vermin to grant them the rat’s ability to
adapt and thrive.
TENETS
A gang that is pledged to Saint Gelt must follow these TENETS
Tenets in battle: A gang that is pledged to Saint Vermin must follow
these Tenets in battle:
Thou Shalt Find Value In All Places: When rolling to
determine the contents of a Loot casket, as long as the Mine Servants Shalt Persist Against All The Odds:
result isn’t Dangerous Goods, add an additional D3x10 When an Exotic Beast, controlled by a Crusading gang
credits to the gang’s Stash. pledged to Vermin, suffers a Lasting Injury, roll twice
on the Lasting Injury table and the controlling player
Thou Shalt Maintain A Reserve Fund: If, at the chooses which result to apply.
end of the post-battle sequence, the gang has less
than 100 credits in their Stash, the Crusading gang is Thou Shalt Not Allow Mine Servants To Perish:
Sanctioned (see page 52). If, during the post-battle sequence, a gang pledged to
Vermin has had an Exotic Beast suffer a Critical Injury
Thine Coin Shalt Be Pure To Spend: When the or Memorable Death on the Lasting Injury table then
Conduit makes a Trade post-battle action, reduce the the Crusading gang is Sanctioned (see page 52).
credit cost of the first item purchased by D3x10 credits
(to a minimum of 5 credits). Mine Eyes See Everywhere, Mine Presence Goes
Everywhere: Increase the maximum distance allowed
GLURG, THE GUNK SAINT between the Conduit and any Exotic Beasts they own
Gunk is in many ways the lifeblood of Necromunda; by 3".
it lubricates the machinery, it can be burned as fuel,
it even sustains you in dire straits.

TENETS
A gang that is pledged to Saint Glurg must follow
these Tenets in battle:

Thine Chems Shalt Burn With The Light of


Righteousness: A Crusading gang pledged to Glurg
may pick D3 weapons with the Blaze trait during the
pre-battle sequence; for the duration of the battle
they all gain +1 Strength and the Unstable trait.

Mine Blessing Shalt Be Seen In The Ashes Of


Victory: If, during the post-battle sequence, a gang
pledged to Glurg hasn’t caused at least two enemy
models to be subject to the Blaze condition then the
Crusading gang is Sanctioned (see page 52).

Thine Flesh Shalt Be Inured To Mine Touch: The


Conduit is immune to all effects of the Blaze trait
and reduces the Strength of all hits they suffer from
a weapon with the Blaze trait by 1, to a minimum
of 1.
AXON HAMMER, SCOURGE OF THE SPIDER POINTS
A hero among the Goliath of the Ash Wastes, Axon Today, Axon is an adventurer and road warrior
Hammer is the brutal leader of the Irontree Reavers. who stalks the Spider Points in the shadow of the
A Natborn from Cinderak City, Axon was brought Palatine Cluster. He plagues the Orlock trade routes
up among Ash Waste Nomad raids and toxic dust − so much so that the Clan House has placed a
storms. Even from his early days as a prospect, massive bounty on his head − and operates out of
Axon’s talents leaned not just into killing outlanders both Primus and Traizor for his Goliath masters. He
and winning fist fights, but also working on the also ranges far and wide across the Great Equatorial
Maulers, rigs and runners of his Clan. While still a Wastes, is reputed to have explored the warrens
member of the Redroad Brotherhood gang, he built beneath the Cinderdeeps and even as far as the
his custom Cargo-8 from the wreckage of a Mercator tunnels that connect the Dust Wall to the ruins of
Gelt Ridgerunner. Covered in armoured plates, spikes Hive Secundus. During the Great Darkness, Axon
and rivet cannon, he dubbed it the Behemoth and joined with Gorshiv in the attack on Cinderak City
set about carving out a bloody name for himself and and the ash gates, personally scouring the Spider
his gang in the Great Crater and beyond. Points of Escher outriders. With the war between the
Clans just getting started, Axon is now turning his
attention to the growing battle for Hive Temenos and
the Saints Waste − the loyal brothers of the Irontree
Reavers at his back.

Axon Hammer, Scourge of the Spider Points


SPECIAL RULES
Fists of Steel: Unarmed attacks made by Axon count “You Get What You Pay For”: Unlike other fighters,
as having +2 Strength, have no AP and have a Damage Axon Hammer is not counted during the Choose Crew
of 2. step of the pre-battle sequence. Instead, at the end of
this step, he may be added to the crew, regardless of
Wastes’ Most Wanted: Axon Hammer has one of the Crew Selection method in use. This may take the
the highest bounties on his head of any raider in the number of fighters in a starting crew above the number
wastes. If a gang gets either a Memorable Death result specified by the scenario.
when taking Axon Out of Action (66 on the Lasting
Injury table) or captures him, they add 200 credits Outlaw: Axon Hammer is an Outlaw Hired Gun.
to their Stash during the battle’s End phase as they
collect the bounty.

*Petition: A Goliath gang does not simply hire Axon.


Instead, he may agree to aid a gang when a petition is
made by a gang leader. If a gang wishes to hire Axon,
the controlling player must roll on the following table
during the appropriate step of the pre-battle sequence:

D6+Rep Result
1-8 Axon heeds the gang’s plea for aid. The
gang may hire him for this battle for
100 credits.
9-15 Axon reluctantly agrees to aid the gang,
but it will cost them. The gang may hire
him for this battle for 200 credits.
16+ Axon feels the gang is capable of fighting
its own battles. The gang may not hire him
for this battle.

Note that a Goliath gang may make a petition to


hire Axon, or it may roll on the House Favours table.
It may not do both. Only House Goliath gangs may
petition Axon.
The Succession Campaign: Part 2

THE SUCCESSION CAMPAIGN


PART 2 – ROAD TO TEMENOS
Following on from the events of Necromunda: The With the populace turning to their saints to save them
Aranthian Succession − Cinderak Burning, the war for from the uncertainty of civil war, gangs rush to take
control of Necromunda escalates and spreads out. control of their relics − after all, to control the relics is
As the Great Pilgrimage marches on Hive Temenos, to control the people.
opportunity arises for gangs to try to seize more
power and influence over the hive world.
USING THE CAMPAIGN THE GANGS
The Road to Temenos Campaign is a complete Every faction on Necromunda has an interest in
narrative campaign that can be used alongside the who wins the fight for control over Necromunda. The
Necromunda rules. It incorporates many of the existing Road to Temenos Campaign can be played with any
Necromunda campaign rules, adding additional Necromunda gang. Also, during such a period of
special rules to recreate the escalating civil war on unrest, each House was split in its loyalties meaning
Necromunda and the effects of the Great Pilgrimage. that intra-House conflict was common.
The campaign is divided into two phases, separated by
a period of Downtime: the Pilgrimage phase and the CONTROLLING RELICS
Revelation phase. Central to the Road to Temenos Campaign is the
control of Relics. At the start of the campaign, each
In the Pilgrimage phase, gangs fight to seize and gang is desperately trying to find and amass as many
secure Relics of the Saints of Necromunda. They holy artefacts as they can. These are represented by a
follow rumours wherever they lead them in order special kind of Territory known as Relics. As the Great
to secure as many as possible to sway the great Pilgrimage gains in momentum, it becomes ever more
masses of Necromunda to back their side in the important to amass a large collection of Relics in order
widening rebellion. to show the gang’s piety and to protect them from
being declared blasphemous. Players will start with a
Then, in the Revelation phase, gangs fight to grab few Relics already under their control, and must try to
as many of these Relics as they can and grow their find and capture more.
powerbase ready for the final confrontation between
the Imperial House and Lady Credo. PRE- AND POST-BATTLE SEQUENCE
The Road to Temenos Campaign uses all of the
This campaign allows players to use their gangs standard rules for the pre- and post-battle sequences
from the first part of the Succession Campaign in presented in the Ash Wastes Rulebook, including the
Necromunda: The Aranthian Succession − Cinderak gaining and spending of XP.
Burning to continue and grow their power. Later
supplements will continue on from the Road to WINNING
Temenos Campaign and allow players to keep Victory in the Road to Temenos Campaign is more than
using the same gangs in the ongoing struggle to just controlling Relics. At the end of the campaign,
control Necromunda. the Arbitrator awards various Triumphs (see page 67),
based upon such things as helping their faction win,
THE ARBITRATOR Wealth of the gang and having the most fighters die!
The Road to Temenos Campaign requires one of
the players to take on the role of an Arbitrator. It is
the Arbitrator’s job to keep track of victories, offer
guidance for the players and control any random
events or elements. In the Road to Temenos Campaign,
the Arbitrator’s responsibilities include:

• Organising the players and making a list of all of the


gangs involved in the campaign.
• Keeping the players informed as to the progression
of the campaign and keeping track of the control
of Relics.
• Deciding when each phase of the campaign begins
and ends, as well as when the overall campaign
begins and ends.
SETTING UP THE CAMPAIGN USING A GANG FROM THE
Setting up a Road to Temenos Campaign is a task SUCCESSION CAMPAIGN PART 1
that falls to the Arbitrator. To set up the campaign, If you have finished playing the Succession Campaign
the Arbitrator must make sure that all the players from Necromunda: The Aranthian Succession −
have founded their gang and been given their starting Cinderak Burning then you may continue using the
Relics. This is best done in a single evening or session same gang. In order to get them ready to join in
where everyone playing in the campaign meets and the fierce battles for Necromunda just follow the
goes through all the steps of setting up the campaign below steps:
together and generally gets excited about the
fun ahead. • Discard all Sympathisers controlled by the gang.
• Follow steps A, B and C from Downtime as described
SET START AND END DATES on page 66.
The Road to Temenos Campaign is divided into six
campaign cycles, separated by a single cycle of
downtime after the first three cycles, meaning the UNDERDOG BATTLES
campaign will last a total of seven cycles. For ease, we With gangs continuing their campaign from
have set each cycle as a week, as this is usually how Necromunda: The Aranthian Succession − Cinderak
often gaming groups or groups of friends get together Burning there is a chance that when they clash,
to play. However, if the players choose, then a cycle two gangs will have a significant difference in their
Setting up the
canCampaign
represent a longer or shorter period of real time. Gang Ratings.
The first step in setting up the campaign is for the
Arbitrator to determine the start date, the end date and If, during the pre-battle sequence, one gang has a
when the downtime cycle will fall. They then share this Gang Rating at least 400 credits lower than their
information with the players. opponents, then they are considered the Underdog.
Every model belonging to an Underdog’s gang that
GANG COMPOSITION takes part in a battle earns an additional 1 XP.
When founding a gang for a Road to Temenos
Campaign, there are two options – each player in the
campaign can use one of these methods; everyone
does not have to use the same method. CHOOSING SIDES
As the insurrection mounts, it becomes harder for
FOUND A NEW GANG any faction to remain neutral. The conflict between
If founding a new gang for a Road to Temenos the Imperial House and Lady Credo’s rebellion keeps
Campaign, follow the rules presented in the Ash escalating and no one can stay independent without
Wastes Rulebook. allies. In the Road to Temenos Campaign, two opposed
forces are battling for the fate of Necromunda – the
• Gangs have 1,000 credits available for their instruments of Lord Helmawr’s authority representing
initial gang. the Imperial House, and those aligned with the
• Road to Temenos Campaign gangs gain an additional rebellion representing Lady Credo’s Rebellion.
400 credits when being founded – this can only
be spent on crew, vehicles or fighters that come When founding a gang in a Road to Temenos
by default with Wargear that grants the Mounted Campaign, each player must decide if they will side
condition, or on Wargear that grants the Mounted with either the Imperial House, Lady Credo’s Rebellion
condition (such as the Ash Waste Nomads Wy’tari or try to remain Unaligned. Each comes with its own
Stormcaller). Any unspent credits from this allowance benefits as detailed opposite, though be warned, no
are lost after the gang is founded (note that credits gang can stand on the sidelines forever and eventually
may be spent from the gang’s initial 1,000 credits unaligned players will need to choose between one
on vehicles and Wargear that grants the Mounted side or the other.
condition as well).
BENEFITS OF THE IMPERIAL HOUSE BENEFITS OF LADY CREDO’S REBELLION
Gangs aligned with the Imperial House gain the Gangs aligned with Lady Credo’s Rebellion gain the
following benefits: following benefits:

• Emissaries of House Helmawr: During the pre- • Emissaries of the Rebellion: During the pre-battle
battle sequence, roll a D6. On a 4+ the gang may sequence, roll a D6. On a 4+ the gang may recruit
recruit one of the following Dramatis Personae for no one of the following Dramatis Personae for no
credit cost – they will leave at the end of the battle credit cost – they will leave at the end of the battle
regardless of any other rules: regardless of any other rules.
- Scrutinator-Primus Servalen (see page 86) - Athera and Stix (see page 74 of Necromunda: The
- Lady Haera, 13th Daughter of Lord Helmawr (see Aranthian Succession – Cinderak Burning)
page 54 of Necromunda: The Aranthian Succession - Lady Credo, Rebel Lord (see page 107 of
– Cinderak Burning) Necromunda: Book of the Outcast)
- Axon Hammer, Scourge of the Spider Points (see - The Prophet (see page 48)
page 56) • Stars in the Ascendency: Each time the gang wins a
• Deep Pockets: When generating income from battle, they gain 1 extra Reputation in addition to any
Relics, the gang adds an additional D6x10 credits to granted by the scenario.
their Stash.

BENEFITS OF UNALIGNED BALANCING LADY CREDO’S


Gangs who have yet to choose their Allegiance gain the REBELLION AND THE
following benefits: IMPERIAL HOUSE
The Road to Temenos Campaign has been
• Look Out For Our Own: During the pre-battle designed to work with any mix of Lady Credo’s
sequence, roll a D6. On a 4+ the gang may recruit Rebellion, the Imperial House and Unaligned
one of the following Dramatis Personae for no gangs; it is also just as possible to find the agents
credit cost – they will leave at the end of the battle of the Imperial House fighting amongst themselves
regardless of any other rules. to increase their personal power as it is for the
- Ashwood Stranger (see page 130 of Necromunda: servants of Lady Credo’s Rebellion to squabble
Book of the Outcast) over who should rule. However, as a guideline,
- Kal Jericho (see page 18 of Necromunda: Book a Road to Temenos Campaign should include at
of Peril) least one gang aligned with Lady Credo’s Rebellion
- Durgan Kill-Fist (see page 68) and one aligned with the Imperial House, with
• We Stand for Ourselves: If the opposing gang’s any number of Unaligned gangs. This allows for
Leader is taken Out of Action by a friendly model, the sides to form naturally over the course of the
model gains extra D3 XP points in addition to any campaign, with gangs either choosing to fight for
other Experience gains. Lady Credo’s Rebellion or maintain the power of
• Take a Side: During the post-battle sequence, the the Imperial House.
gang may choose to align themselves with either Lady
Credo’s Rebellion or the Imperial House. If the gang Other alternatives include all gangs but one being
only controls a Gang Relic, then they must choose to aligned with either Lady Credo’s Rebellion or the
align themselves with one of the factions. Imperial House – representing a lone campaigner
for freedom from oppression, or the last bastion
of the status quo fighting to keep upstarts in
their place.
MAKING A DECK OF RELICS
TERRITORIES IN A ROAD You can build a deck of Relics by using half a deck of
TO TEMENOS CAMPAIGN playing cards to determine the Relics for a campaign.
In a Road to Temenos Campaign, players fight Remove all Hearts, Clubs and Jokers, leaving just
over a special kind of Territory called Relics. When Spades and Diamonds. Each card in these remaining
playing a Road to Temenos Campaign, the two suits corresponds to a Relic, as per the table
terms can be used interchangeably. shown below.

Card Relic
DETERMINE RELICS Ace of Diamonds Bullets of the Fallen Saint
During the Road to Temenos Campaign, each gang 2 of Diamonds Shards of the Aceros
begins play with a randomly-determined Relic and a 3 of Diamonds Crone’s Teeth
Gang Relic. 4 of Diamonds Angel Feathers
5 of Diamonds Footprint of Saint Mina
The number of Relics used in a Road to Temenos 6 of Diamonds The Pilgrim’s Coin
Campaign depends on the number of players 7 of Diamonds Lor’s Lucky Rathide
committed to the campaign as shown on the 8 of Diamonds The Book of Brayne
following table: 9 of Diamonds Gelt Oil
10 of Diamonds Skull of Iron
Players Relics Generated Jack of Diamonds Veil of Veronos
3 9 Queen of Diamonds Eyes of the Mercator
4 12 King of Diamonds Chains of St. Soronous
5 15 Ace of Spades Numbers of Cognus
6 18 2 of Spades The Patriarch’s Vase
7 21 3 of Spades Likeness of Gaelos
8 24 4 of Spades Shroud of Temenos
5 of Spades Fingers of Valdon
Relics are generated by building a deck of Relics 6 of Spades Bones of Helm’ayr
(as follows), shuffling them and drawing the correct 7 of Spades Fire of Redemption
number. All Relics are then revealed to all players. 8 of Spades Wheel of Pain
9 of Spades Blood of Somnos
10 of Spades Vials of Glurg the Gunk Saint
Jack of Spades Felstyr’s Lance
Queen of Spades Blade of Shanks
King of Spades Djangor’s Beard
ISSUING AND The gang that wins the battle takes control of the Relic
ACCEPTING CHALLENGES (or retains control of the Relic, as the case may be). If
During a Road to Temenos Campaign, battles are the battle results in a draw:
fought on a challenge basis:
• During the Pilgrimage phase, neither gang takes
• During each cycle, each player may issue one control of the Relic if the Relic is unclaimed. If the
challenge to another gang to do battle over control of Relic is claimed, the gang that controlled the Relic
a Relic nominated by the challenger: before the battle retains control of the Relic.
- In the first campaign cycle, challenges are made in • During the Revelation phase, the gang that controlled
a random order. the Relic before the battle retains control of the Relic.
- In later cycles, they are made in ascending order
of Gang Rating, starting with the gang with the SCENARIO SELECTION TABLE
lowest Gang Rating. If two gangs have the same When a challenge is issued, roll 2D6 on the table that
Gang Rating, the winner of a roll-off makes their follows to determine which scenario is used. If the
challenge first. scenario dictates there is an attacker and a defender,
- During the Pilgrimage phase, the challenger the player that issued the challenge is the attacker.
nominates one uncontrolled Relic to be the stake Where there is a choice of two scenarios, the first
of the battle. This is then removed from the pool by scenario should be played in the Pilgrimage phase and
the Arbitrator until the battle is concluded. If there the second one in the Revelation phase.
are no uncontrolled Relics, the challenger instead
nominates one Relic controlled by the gang they are 2D6 Result
challenging to be the stake of the battle. 2-3 The player with the greater number of
- During the Revelation phase, the challenger Relics chooses which scenario to play. If
nominates one Relic controlled by the gang they are both players have the same number of
challenging to be the stake of the battle. Relics, the winner of a roll-off chooses
• If one of a gang’s fighters has been captured by which scenario to play.
another gang, rather than challenging for a Relic, 4-5 Play the Convoy Raid or the
a gang that has had one of its fighters captured by Storm Battle scenario.
another gang may issue a challenge to that gang to 6-7 Play the Pacification of Dust Falls or the
play the Daring Rescue scenario (see page 94). Death in the Plaza scenario.
• When a gang is challenged, they may accept or 8-9 Play the Pilgrimage Assault or the Race to
decline. If the challenge is accepted, a battle is the Vault scenario.
fought. If the challenge is declined, the Relic is 10-12 The player with fewer Relics chooses
automatically claimed by the challenger. which scenario to play. If both players
• If a gang receives two or more challenges within a have the same number of Relics, the
single campaign cycle, they may decline the second winner of a roll-off chooses which
and any subsequent challenges without penalty. scenario to play.
• If a player has played all outstanding battles
(including their issued challenge and any challenges
accepted) and there is still time left in the campaign
cycle, they may issue another challenge.
RUNNING THE CAMPAIGN A. FIGHTERS RECOVER
The Road to Temenos Campaign is broken down into Any In Recovery boxes on the gang roster are cleared.
two main parts, divided by a period of downtime,
allowing gangs to lick their wounds and consolidate B. CAPTIVES ARE RETURNED
their strength before the final, bloody confrontation Any Captured fighters are released. The gang that
is played out. As a guideline, each part runs for three had Captured them receives half their credits value
cycles in which battles are played and victories are (rounding up to the nearest 5 credits).
tallied. At the end of each cycle (as determined by
the Arbitrator), the effects of the players’ battles are C. EXPERIENCED JUVES AND PROSPECTS
applied to the campaign. ARE PROMOTED
If any gang contains any Juves or Prospects with five
The Road to Temenos Campaign is divided into three or more Advancements, they may be promoted. Their
phases, all of which run for a fixed length of real time: characteristics and credits value are unaffected, but
their Type is changed as described in their fighter entry.
1. Pilgrimage Three Cycles
2. Downtime One Cycle D. FRESH RECRUITMENT
3. Revelation Three Cycles All gangs gain 250 credits to spend on new equipment
from their Gang Equipment List or to recruit new
Each phase is broken down as follows: fighters, vehicles and/or Hangers-on. These credits
Running the Campaign must be spent now and cannot be added to the gang’s
1. PILGRIMAGE PHASE (3 CYCLES) Stash. Gangs may supplement these credits with extra
The first part of the Road to Temenos Campaign follows credits from their Stash.
the gangs as they try to gather together as many holy
items as they can to influence the Great Pilgrimage. SIDE BATTLES
During this phase, the following rules apply: Side battles are special battles fought during
Downtime. While most players will be happy with taking
• Ash Waste battles take place during the a break for a week and getting ready for the Revelation
Changing Seasons. phase, there may be a few who can’t go a week
• Only unclaimed Relics may be claimed as rewards for without their fix of gang warfare. To satisfy this need,
gang battles unless there are no unclaimed Relics an Arbitrator can run one or more side battles during
(see Issuing and Accepting Challenges). Note this Downtime. Side battles are fought after the effects of
does not prevent gangs losing control of Relics they Downtime are applied.
have taken into battle (see page 73).
Side battles should, as a rule, be unusual and have
2. DOWNTIME (1 CYCLE) no effect on the campaign as a whole. They are
During Downtime, gangs have a chance to recover a great opportunity for the Arbitrator to design a
and regroup, taking the opportunity to re-equip, fix up custom scenario, to use the Arbitrator tools from the
wounded fighters and repair and upgrade vehicles. Necromunda Rulebook, or to play some of the narrative
Exceptionally bold and active players might put their scenarios. Models can earn Experience and suffer
gangs through a special side battle if they just can’t Lasting Injuries or Lasting Damage from a side battle,
be away from the roar of guns and chainblades for but should not gain or earn Income, or gain credits or
that long. Reputation as a reward for a side battle. Instead, the
Arbitrator should create a special reward for the victor
THE EFFECTS OF DOWNTIME or victors of a side battle, such as an unpredictable
After their last battle of the Pilgrimage phase, players piece of archeotech, a unique chem, or a custom
complete the following steps at the end of the post- gang tactic.
battle sequence:

A. Fighters Recover
B. Captives are Returned
C. Experienced Juves and Prospects are Promoted
D. Fresh Recruitment
3. REVELATION PHASE (3 CYCLES)
The second part of the Road to Temenos Campaign sees gangs defend their Relics
against their rivals, as well as winning over those controlled by other gangs. During
this phase, the following rules apply:

• Ash Waste battles take place during the Season of Ash.


• Only controlled Relics may be fought over and claimed as a reward by the victor of
a gang battle (see Issuing and Accepting Challenges). Note, this does not prevent
gangs losing control of Relics they have taken into battle (see page 73).

WINNING
Victory in the Road to Temenos Campaign can be measured in many ways, although
simply surviving the Great Pilgrimage and ongoing civil war is an achievement in “THE RIGHTEOUS
itself! At the end of the campaign, the Arbitrator awards Triumphs to the players SHALL WANT FOR
depending on how their gangs have performed during the Campaign. Some of these NOTHING AND THE
reflect the overall battle for control of Necromunda, while others are more personal IMPURE SHALL
and reward gangs who have earned the most impressive reputation or amassed the PERISH! REJOICE
most Relics. FOR THE LOST SAINT
RETURNS!”
The Arbitrator should have a look at the Triumphs at the start of the Road to
Temenos Campaign as some of them require keeping track of how many battles Graffiti scrawled in the
each gang has won, and of which kind, as these will need to be recorded. Likewise, underhive of
the Arbitrator might like to make the players aware of the different Triumphs Hive Temenos
at the beginning of the campaign so that each player can decide if there is
one or more they wish to try to achieve. Below is a list of the Road to Temenos
Campaign Triumphs:

TRIUMPHS
Triumph Condition
Champion of House Helmawr The player’s gang who has won the most
scenarios for the Imperial House.
Champion of the Rebellion The player’s gang who has won the most
scenarios for Lady Credo’s Rebellion.
Martyr The player’s gang who had the most
fighters die.
Hoarder of Coin The player’s gang with the highest Wealth at
the end of the campaign.
Relic Hoarder The player’s gang which controlled the most
Relics at the end of the campaign.
Legendary Status The player’s gang with the highest Reputation
at the end of the campaign.
DURGAN KILL-FIST, CHAMPION OF THE BROKEBONE
Before the Great Darkness, little was known about Durgan Kill-Fist. A rabble rouser and outlaw pit fighter,
his reputation was built upon what little information leaked out of the underhives of Hive Trazior. Stories had
him as a rebel leader of an outlaw Goliath gang, more interested in turning the hive into their own personal
fighting arena than doing anything for House Goliath or its allies. In the mayhem that followed the ‘death’ of
Lord Helmawr, Durgan emerged from the shadows to tame the cultist uprisings in the bowels of Hive Traizor.
With an army of ‘Knuckle’ boys, he turned the tide in confrontations such as the battle for the Blistering Ways
and the defence of Boneyard IX. Outcasts flocked to Durgan’s banner; many disenfranchised nobles, guilders
and even other clanners were drawn to the big man’s powerful charisma and animal violence.

After Trazior, Durgan and his boys headed out into the wastes and came to the aid of Cinderak City during
the first great Ash Waste Nomad raids. Here, Durgan made a stand in the Brokebone Fighting Pits, opening
its doors to the wastes and welcoming any challengers to join him on the killing floor. It was during this period
of extreme close quarters violence that Durgan earned the title Champion of the Brokebone, Goliath gangers
from all across the wastes praising his strength and fury. However, when the Over-tyrant called on Durgan to
attack Cinderak City and drive out the Escher, he once again turned his back on his clan, taking his outcasts
and heading out into the wilderness.

SPECIAL RULES
Outcasts Leader: This fighter may either be selected
as an Outcasts Leader when making an Outcasts gang
(see Necromunda: Book of the Outcast), replacing the
normal option for an Outcasts Leader, or may be hired
as a Bounty Hunter, in which case he is subject to the
“You Get What You Pay For”, Dead, Not Alive, Claiming
Bounties and “We’ll Get Our Bit…” special rules.

Outlaw: Durgan Kill-Fist is an Outlaw Hired Gun.

Durgan Kill-Fist, Champion of the Brokebone


NECROMUNDA RELIQUARY MINISTORUM CLASSES AND
The Imperial Faith on Necromunda is vast and diverse, CATEGORIES
encompassing everything from traditional followers The Ministorum has a complex (and often convoluted)
of the Imperial Creed to more fringe elements like the method for categorising and classifying relics.
faithful of the Redemption. Each of these religious This ranges from verified objects of great religious
groups often has their own saints, sacred places significance, that perhaps were once carried into battle
and relics. This is especially true of the believers in by some mighty hero of the Imperium, all the way down
House Cawdor, who find the divine in all manner of to more dubious items of indeterminate origin that
cast-off objects, from spent shell casings to bone might or might not have once been in the possession
fragments. Added to this, there is an extensive trade of some minor dignitary or missionary of the
on Necromunda in such items, with reliquarian Ecclesiarchy. There are three Classes of relics: Majoris,
traders dealing exclusively in relics significant to Minoris and Insignificis as well as three Categories:
the Redemption. Aegis, Smiteus and Esoterica.

What follows are a small selection of these Majoris: These are the most potent of relics and are
Necromundan relics, along with the classes they fall both rare and highly sought after.
into. Gangs lucky enough to find one of these objects
might benefit from its divine powerNecromunda Reliquary
(real or imagined) Minoris: Like Majoris relics these relics are
and may even carry it into battle with them, granting sanctioned by the Ministorum, though they are of
their leaders and champions a measure of protection lesser importance.
or might as determined by the relic in question.
Insignificis: The weakest kind of relic, these
objects are often associated with the saints of
Necromunda itself.
DESIGNER’S NOTE: CREATING YOUR
OWN RELICS Aegis: These relics offer protection and warding to the
The relics detailed here represent only a fraction gang or fighter who possesses them.
of the relics on Necromunda. Players and
Arbitrators can, if they want, create their own Smiteus: These relics increase the power of the owner,
relics, tailored to their gangs and campaign be it physical might or mental fortitude.
setting. Creating relics is easy, as all relics fall
into one of three categories and one of three Esoterica: These relics have strange or unusual
classes. Choosing a category and then a class effects and are often unique in the power they offer.
will provide the relic with its game rules and
relative power level. As relics come in countless
shapes and sizes, the Arbitrator or player then
need simply come up with a suitably evocative
sounding name and description. Arbitrators might
even like to introduce relics based on the exploits
of characters and fighters in their games − such
as a sacred boltgun once carried by a leader
who heroically sacrificed themselves, or perhaps
the finger bone of a great villain, slain earlier in
the campaign, that has now become a potent
protective talisman.
USING RELICS BULLETS OF THE FALLEN SAINT
The Road to Temenos Campaign uses special (INSIGNIFICIS AEGIS) – ACE OF DIAMONDS
Territories called Relics. These Territories grant a boon A disproportionate number of saints on Necromunda
as usual during the Collect Income step of the post- are shot to death. Legend has it that this began with
battle sequence – this represents tithes and donations the Lost Saint himself and it is said that his followers
made by pilgrims come to view the Relic. Additionally, then dug the bullets and bullet fragments out of his
a gang may choose to bear one or more of their corpse to carry with them as protective charms which
Relics into battle with them − though doing so is not have, in turn, been sold on over the centuries − often,
without risk! ironically with the promise of offering immunity
to bullets.
If they wish, during the Choose Crews section of the
pre-battle sequence, a player may equip any fighter Boon: D6x10 credits
with the Gang Hierarchy (X) rule with one Relic. This
will grant them a benefit as listed under the Relic’s Bearer Bonus: The bearer gains a 6+ armour save,
description, however, should the fighter be taken Out of that cannot be modified by any means, against
Action, roll a D6; on a roll of a 1, the Relic is added to damage suffered as a result of hits by a ranged
the stake for this battle. weapon without the Template or Blast (X") traits.

GANG RELIC (INSIGNIFICIS ESOTERICA) SHARDS OF THE ACEROS (MINORIS


Each House has its share of martyrs and heroes, and AEGIS) – TWO OF DIAMONDS
even the most secular House recognises the power Centuries ago, a pilgrim vessel, the Aceros, crashed
that relics can have on the masses, aiding in many on Necromunda, killing all those aboard. Considered
ways from increased morale to gang recruitment. a powerful act of martyrdom, the ship became a
relic in its own right and relic hunters quickly set
Boon: D6x10 credits about pillaging the pieces of the ship’s shattered
hull, selling them on as holy objects to any who might
Bearer Bonus: If the bearer is on the battlefield at want a measure of the protection.
the end of the battle, roll 2D6. If one of them is a
6, add a free Juve to your gang roster. If both are a Boon: 2D6x10 credits
6, add a free Ganger to your gang roster. The new
fighter can be equipped with weapons and Wargear Bearer Bonus: The bearer gains the Catfall skill.
as normal for a new fighter, paid for from the
gang’s Stash. CRONE’S TEETH (MINORIS AEGIS) – THREE
OF DIAMONDS
Even outside of House Escher, there are stories of
the Blades − those first women warriors who were
the mothers of the ancient Clan House. Crone’s Teeth
are said to be the teeth of the Blades, worked into a
gilt necklace. Fighters, especially women, who wear
the relic are said to become fearless and ferocious
in battle.

Boon: 2D6x10 credits

Bearer Bonus: The bearer may add 2 to any Cool


check they make.
ANGEL FEATHERS (MAJORIS AEGIS) – LOR’S LUCKY RATHIDE (INSIGNIFICIS
FOUR OF DIAMONDS AEGIS) – SEVEN OF DIAMONDS
Space Marines are the stuff of legends on Rats are not often considered lucky on Necromunda
Necromunda, often only glimpsed in stained glass − there being far too many of them for anyone to see
windows or as time-worn statues. The Angel Feathers them as special. Occasionally, though, there are some
relics are flakes of metal and paint said to have fallen who seem touched by the saints themselves, such
from the armour of one of these great warriors − and is the charmed life they lead. To catch and skin such
those who possess such an item, claim it grants a rat is very lucky indeed (not so much for the rat
them the protection of the God-Emperor Himself. though!), as is the case with Lor’s Lucky Rathide − a
mouldy skin of a rat said to have once defied Lord
Boon: 3D6x10 credits Helmawr and lived.

Bearer Bonus: The bearer may re-roll failed Boon: D6x10 credits
armour saves.
Bearer Bonus: The first time each battle the bearer
FOOTPRINT OF SAINT MINA (MAJORIS makes the Fight (Basic) action, no Reaction attacks
AEGIS) – FIVE OF DIAMONDS may be made against them.
Whether or not Saint Mina of the Adepta Sororitas
ever set foot on Necromunda is debatable − though THE BOOK OF BRAYNE (INSIGNIFICIS
there remains a cast of a footprint reputed to be hers, AEGIS) – EIGHT OF DIAMONDS
bearing the icons of her order. Considered a powerful Officially, House Cawdor does not recognize the works
protective item, some gangers carry it into battle where of Brayne, or the so-called Book of Brayne, as it is
they claim it can stop bullets and turn aside blades. presented by the fringe elements of the Redemption.
Of course, this does not stop the supposed original
Boon: 3D6x10 credits copy of this ancient tome being a powerful relic to
Redemptionists, its wisdom reinforcing their own
Bearer Bonus: While the bearer has not taken a conviction and turning them into beacons of the faith.
Wound, they gain a 4+ armour save that cannot be
modified by any means. They lose this save as soon as Boon: D6x10 credits
they suffer a Wound.
Bearer Bonus: The bearer gains a 6+ armour save
THE PILGRIM’S COIN (INSIGNIFICIS that cannot be modified by any means against
AEGIS) – SIX OF DIAMONDS weapons with the Melee trait.
The Pilgrim’s Coin is a relic said to be the first coin
minted by House Helmawr allowing passage to the
sacred sites of Necromunda. This token marks the
path the first pilgrim walked on Necromunda, as well
as a record of the hives and sacred sites they visited.
Even now, possession of this rare coin allows free
passage through the religious places of the hive, if
you can reach them.

Boon: D6x10 credits

Bearer Bonus: The bearer gains the


Unstoppable trait.
GELT OIL (MINORIS ESOTERICA) – VEIL OF VERONOS (MINORIS ESOTERICA) –
NINE OF DIAMONDS JACK OF DIAMONDS
In the heart of each hive, great machines toil Veronos was among the first Cardinals of Temenos
endlessly, churning out arms and equipment for and first keeper of the Cathedral of the Emperor
the Imperium. To the workers of the factories, Deified. His body was interred in the crypts below the
these ancient machines are often seen as gods or cathedral and his face covered by a sacred shroud.
mechanical hive saints, revered for their contribution Years ago, stories began to circulate about how this
to the wealth of Necromunda. Oil drained from the shroud had been stolen and since then, it has become
Great Engine of Primus, revered site of Saint Cognus, a commonly peddled item among the relic sellers of
is known as Gelt Oil, a substance with countless uses the hives.
and mystical properties.
Boon: 2D6x10 credits
Boon: 2D6x10 credits
Bearer Bonus: The bearer of this Relic adds 6" to the
Bearer Bonus: The bearer gains the Evade skill. range of their Gang Hierarchy (X) rule.

SKULL OF IRON (INSIGNIFICIS EYES OF THE MERCATOR (INSIGNIFICIS


ESOTERICA) – TEN OF DIAMONDS ESOTERICA) – QUEEN OF DIAMONDS
Older even than the reign of House Helmawr and the It is said that the Mercator Gelt minted the first coins
arrival of the Imperium on Necromunda, are the Iron on Necromunda when House Helmawr brought peace
Lords of the Araneus Continuity. The Skull of Iron is and stability to the planet. One of these early coins,
said to be a relic of this time, though equally it might known as the Eyes of the Mercator for the staring
just be a normal human skull encased in a thin layer visage on its face, has become a relic in its own right
of metal, with only the faithful able to discern the and is a prized token of luck and faith − especially
true difference. among those who subscribe to the notion of money
as their god.
Boon: D6x10 credits
Boon: D6x10 credits
Bearer Bonus: Once per battle, during the Priority
phase, before rolling to determine priority, if the Bearer Bonus: If the bearer is on the battlefield
bearer is on the battlefield their gang may generate when the battle ends, the gang may add an
one gang tactic from those available to their gang. additional D6x10 credits to their Stash.
CHAINS OF ST. SORONOUS (MAJORIS THE PATRIARCH’S VASE (MINORIS
ESOTERICA) – KING OF DIAMONDS ESOTERICA) – TWO OF SPADES
Voost Soronous was said to have been a great healer The House of Mung is a legend in the underhive, as
and biomechanist of the Sanguine Guild. Also a are the priceless Mung Vases it left behind. Among
faithful member of the Ministorum, he alone entered these, the Patriarch’s Vase, a relic said to contain
Hive Mortis during the great plague to try to heal its the liquified brain of the Master of House Mung is
people. When he returned to Primus, his own people especially sought after − the latent psychic effect of
refused him entry for fear he had been infected − the Patriarch’s brain having a psychedelic effect on
chaining him to the Bridge of Sorrows across the all those around the vase bearer.
Riftways beneath the hive. The bloody chains from
this tale are said to have great healing properties. Boon: 2D6x10 credits

Boon: 3D6x10 credits Bearer Bonus: All fighters (friend and foe) who start
their activation within 3" of the bearer must make a
Bearer Bonus: The bearer may roll a D6 each time Willpower check, if it is failed they become subject
they suffer a wound, on a 5+ they ignore the wound. to the Insane condition until their next activation.
The bearer is immune to these effects.
NUMBERS OF COGNUS (MINORIS
ESOTERICA) – ACE OF SPADES LIKENESS OF GAELOS (MINORIS
The Horologium is a sacred item on Necromunda and ESOTERICA) – THREE OF SPADES
no part of it is more sacred than the numbers that Fragments of Ministorum tomes or pieces of stained-
constantly tick away quotas and work shifts. It is said glass windows are rightly considered holy by the
that Saint Cognus blessed the great Horologium of people of Necromunda − especially if they bear the
Primus during an especially impressive production run. likeness of a recognised saint or the God-Emperor.
The gathered numbers of this clock are a potent relic Most famous of these is the Likeness of Saint Gaelos
said to improve the wealth of the bearer’s life. − a statue fragment bearing the partial face of the
revered Adeptus Astartes Gaelos.
Boon: 2D6x10 credits
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Overseer skill.
Bearer Bonus: The bearer gains the Nerves of
Steel skill.

SHROUD OF TEMENOS (MAJORIS


ESOTERICA) – FOUR OF SPADES
When Martek Helm’ayr died, he was wrapped in a
shroud woven of the finest Necromundan spider
silk and buried beneath Hive Temenos − or so the
story goes. The shroud has since vanished into the
underhive, though, for those who can find it, it is
said to grant the strength of Martek (or perhaps his
protection) to those who carry it into battle.

Boon: 3D6x10 credits

Bearer Bonus: At the start of each round, after


rolling for Priority roll a D6; on a 1-3 the bearer
gains the Crushing Blow skill, on a 4-6 the bearer
gains the Dodge skill.
FINGERS OF VALDON (MINORIS WHEEL OF PAIN (INSIGNIFICIS SMITEUS) –
ESOTERICA) – FIVE OF SPADES EIGHT OF SPADES
Saint Valdon the Wise was said to have encoded To the gangs of the wasteland, engines, wheels and
much of his wisdom into great datacrystal stacks promethium are their gods. Some groups, most
so his followers might always heed his sermons. notably those of House Cawdor, have even gone so
Unfortunately, these stacks were destroyed when far as to bless vehicles or vehicle parts to grant them
Valdon was martyred and since then, only a great potency. The Wheel of Pain is such a relic, an
collection of fragments, known as the Fingers of especially powerful icon of the blessed vehicles and
Valdon, remain, the knowledge contained therein often carried into battle like a banner (when not being
becoming a much sought after relic. used to actually drive a vehicle of course).

Boon: 2D6x10 credits Boon: D6x10 credits

Bearer Bonus: The bearer may apply a +2 modifier Bearer Bonus: The bearer gains the Bull Charge skill.
to all Intelligence checks they make.
BLOOD OF SOMNUS (MAJORIS SMITEUS)
BONES OF HELM’AYR (MAJORIS SMITEUS) – NINE OF SPADES
– SIX OF SPADES The wandering moon of Somnus has a dark
Martek Helm’ayr, also known as the First Helmawr, is reputation on Necromunda. It is said the first man
the reputed progenitor of the Helmawr line and direct killed under its purple light was touched by its power
ancestor of the current Lord Helmawr. Even though and his blood somehow changed and became
it is difficult to believe seven thousand year old bone charged with potency. This blood still exists and is
fragments from this illustrious individual still exist, a powerful relic. Some hivers believe that to drink
there are countless peddlers who claim just that, and the ‘blood’ of Somnus before battle grants them the
for the right price you can own them for yourself. strength to overcome their enemies.

Boon: 3D6x10 credits Boon: 3D6x10 credits

Bearer Bonus: At the start of their activation, the Bearer Bonus: The bearer gains the Hurl skill for
bearer may make a Willpower check, if they pass the duration of the battle.
then they may re-roll a single roll to Wound during
this activation.

FIRE OF REDEMPTION (INSIGNIFICIS


SMITEUS) – SEVEN OF SPADES
Fire is a common symbol of the Redemption, as well
as an oft-used tool in their arsenal. While it is difficult
to say if one kind of fire is better than another,
relic sellers often pass off burning torches and
promethium lighters as ‘true’ fires of the Redemption.
The Fire of the Redemption is one such relic, reputed
to burn hotter and purer than ‘regular’ flame.

Boon: D6x10 credits

Bearer Bonus: Any weapon used by the bearer with


the Blaze trait gains +1 Strength
VIAL OF GLURG THE GUNK SAINT BLADE OF SHANKS (INSIGNIFICIS
(INSIGNIFICIS SMITEUS) – TEN OF SMITEUS) – QUEEN OF SPADES
SPADES Broken knives are not the most uncommon thing in
Good gunk is hard to find, but none is so prized as the underhive, though among these are those blessed
that of Saint Glurg. It is rumoured that Glurg was the by Saint Shanks. The saint only blesses those blades
first to refine gunk in the underhive and developed which have been broken by committing a particularly
special processes that were lost when he drowned impressive murder or similar killing, with the bearer
in his own supply. There is a special vial of this rare seeing their own luck in combat improved by carrying
gunk that has become a relic and is considered a the relic.
powerful totem of the underhive.
Boon: D6x10 credits
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Backstab skill for
Bearer Bonus: Once per battle, at the start of the duration of the battle.
their activation, the bearer may invoke the blessing
of Glurg and touch the vial to their lips. For the DJANGOR’S BEARD (INSIGNIFICIS
duration of their activation, the bearer has the SMITEUS) – KING OF SPADES
Berserker skill. According to the commonly held Necromundan belief,
it is extremely rare for a Goliath to grow a beard. This
FELSTYR’S LANCE (MAJORIS SMITEUS) – makes the Beard of Djangor a rare relic indeed and
JACK OF SPADES a potent symbol of not just the only known Goliath
Felstyr’s Lance − a broken power lance − is reputed saint, but also the impressive strength he was said
to hang in the Palace of Bones above the throne of to wield. Some have even claimed that wearing the
the Thane of Cawdor − though there are many who beard is enough for other Goliaths to treat the wearer
claim this is a fake and the true relic lies elsewhere. To as one of their own.
possess this relic of Necromunda is to have a measure
of the General Felstyr’s courage and power − or so it Boon: D6x10 credits
is rumoured.
Bearer Bonus: Once per battle, at the start of their
Boon: 3D6x10 credits activation, the bearer may increase their Strength by
1 for the duration of the activation.
Bearer Bonus: The bearer increases their Cool
characteristic by 1 and once per battle, at the start of
their activation, they may increase the AP of a single
weapon with the Melee trait by 1 for the duration of
their activation.
Narrative Scenarios

NARRATIVE SCENARIOS
In this section, you will find a selection of 7 narrative There are also guidance notes included if you wish
scenarios themed around the events of the Great to play them as ‘historical’ scenarios to fight out the
Pilgrimage and the opening of the Vaults of Temenos. opening salvos of the Necromunda civil war.
Each of these can either be played as part of a
campaign, or as a skirmish battle.
CONVOY RAID
“Remember, lads – in nice and quick, grab the cargo and get out. It’ll be an easy job.”

Last words of Jorgun Lark, Wheels of Fire, House Orlock

In this scenario, one gang is trying to protect a Ridgehauler from a sudden attack.

ATTACKER AND DEFENDER GANG TACTICS


In this scenario, one gang is the attacker and the other Each player may choose two gang tactics from those
is the defender. If this scenario is being played as part available to their gang. If, during the pre-battle
of a campaign then the gang that issued the challenge sequence, the gang rating of one player’s gang is less
is the attacker, otherwise roll off with the winner than their opponent’s, they may randomly determine
deciding whether they will attack or defend. one additional gang tactic for each full 100 credits
of difference.
BATTLE TYPE
This scenario is a Rolling Roads battle with open sides; ENDING THE BATTLE
vehicles and Wargear that grant the Mounted condition The battle ends if at the start of an End phase only one
Convoy
can be included in both gangs’ starting Raid
crew. gang has models left on the battlefield.

BATTLEFIELD VICTORY
Set up a large vehicle in the centre of the battlefield, a If the attacker has at least 5 Loot points then they are
Guild of Coin Ridgehauler is ideal (see Cargo Vehicle). victorious, otherwise the defender is the victor.
Mark a road 6"- 8" wide running up the centre of the
battlefield, note – no terrain can be placed on this REWARDS
road. The rest of the battlefield is set up following CREDITS
the Battlefield Set-up guidelines, as described in the The attacker adds D6x10 credits to their Stash for
Necromunda Rulebook. each Loot point they claim.

CREWS The defender adds D3x10 credits to their Stash for


This scenario uses the standard rules for choosing a each attacking fighter taken Out of Action and each
crew, as described in the Battlefield Set-up & Scenarios enemy vehicle Wrecked.
section of the Necromunda Rulebook. Both gangs use
the Custom Selection (7) method to choose their crew. EXPERIENCE
Each model who took part in the battle earns 1 XP.
DEPLOYMENT
The defender deploys their starting crew anywhere Each fighter that claims a Loot point earns an
on the battlefield within 6" of the Cargo Vehicle. The additional 1 XP.
attacker then deploys their starting crew within 3" of
the Trailing Edge. If the defender wins their Leader earns D3 XP even if
they did not take part in the battle.

REPUTATION
The victorious gang gains D3 Reputation. If either gang
bottled out, they lose 1 Reputation.
CARGO VEHICLE IMPLACABLE ADVANCE
The attacker is trying to loot what they can from a The Cargo Vehicle always remains in the centre of the
passing vehicle while its escort tries to protect it. Place battlefield and cannot be moved, other models treat it
a large vehicle in the centre of the battlefield (a Guild as a solid terrain feature.
of Coin Ridgehauler is ideal for this) facing directly
towards the Leading Edge. The Cargo Vehicle cannot CLEAR ROAD
be targeted by attacks or moved from its position in the The road going through the centre of the battlefield is a
centre of the battlefield. Any fighter from the attacking clearway and so no terrain can ever be placed upon it.
gang within 1" of the Cargo Vehicle can take the Loot
Cargo (Basic) action: FLEEING THE BATTLEFIELD
If either gang voluntarily bottles out and subsequently
Loot Cargo (Basic): Make an Intelligence check for flees the battlefield, their opponent automatically wins
this fighter, if it is passed, increase their gang’s Loot the scenario.
points by 1.

HIGH SPEED PURSUIT AXON’S DEFENCE


This scenario happens at high speed with the Cargo If players wish, they may use this scenario to
Vehicle attempting to shake off the attackers. During represent Axon Hammer defending one of the
the Move Battlefield step of the Rolling Roads phase, many convoys travelling across the wastes from
any vehicle or fighter subject to the Mounted condition, Lady Credo’s attacks. In order to do this, make the
that has at least half of the Leading Edge within its following changes:
front vision arc, is not moved towards the Trailing Edge
along with the rest of the battlefield. • The attacking gang should be an Escher or
Orlock gang.
This may result in those models colliding with other • The defending gang should be a Goliath gang led
models or terrain. Resolve any vehicle collisions as by Axon Hammer.
described in the Ash Wastes Rulebook. If a fighter
subject to the Mounted condition that remains
stationary in this way collides with another model or
terrain, they are placed Prone and Pinned suffering a
hit as per the I Get Knocked Down… table.
PACIFICATION OF DUST FALLS
“In the name of the Lord Helmawr, open the gates and lie down on the floor!”

Watch Captain 501-Theta, Rho Sector, Hive Primus, Palanite Enforcers

In this scenario, a force is trying to subdue an outpost and crush the rebels within.

ATTACKER AND DEFENDER ENDING THE BATTLE


In this scenario, one gang is the attacker and the other The battle ends if, at the start of an End phase, only
is the defender. If this scenario is being played as part one gang has models left on the battlefield.
of a campaign then the gang that issued the challenge
is the attacker, otherwise roll off, with the winner VICTORY
deciding whether they will attack or defend. The gang with the most number of Victory points wins
the battle. If the points are tied, then the battle is
BATTLE TYPE a draw.
This scenario is a Sector Mechanicus battle; vehicles
and Wargear that grant the Mounted condition cannot REWARDS
Pacification
be included in either gang’s starting crew. of Dust Falls CREDITS
The attacker adds 3D6x10 credits to their Stash if the
BATTLEFIELD Rabble Rouser is taken Out of Action.
The battlefield is set up using the Battlefield Set-up
guidelines, as described in the Necromunda Rulebook. The defender adds D6x10 credits to their Stash for
The defender then sets up 6 Loot caskets anywhere on each Loot casket they take off the battlefield.
the battlefield at least 15" from the battlefield edge. No
other Loot caskets are placed in this scenario. EXPERIENCE
Each fighter who took part in the battle earns 1 XP.
CREWS
This scenario uses the standard rules for choosing a If the attacker wins, their Leader earns D3 XP even if
crew, as described in the Battlefield Set-up & Scenarios they did not take part in the battle.
section of the Necromunda Rulebook. Both gangs use
the Custom Selection (D3+4) method to determine REPUTATION
their crew. The victorious gang gains D3 Reputation. If either gang
bottled out, they lose 1 Reputation.
DEPLOYMENT
The defender deploys their starting crew first, anywhere
on the battlefield within 3" of a Loot Casket. The
attacker then selects a battlefield edge and deploys
their starting crew within 3" of the chosen edge.

GANG TACTICS
Each player may choose two gang tactics from those
available to their gang. If, during the pre-battle
sequence, the total credits value of fighters in one
player’s starting crew is less than their opponent’s,
they may randomly determine one additional gang
tactic for each full 100 credits of difference.
HOME TURF ADVANTAGE SAVE THE GEAR
The defender has the Home Turf Advantage. The defender is trying to make off with as much of
their gear as possible before they are overrun by the
CUT OFF THE HEAD attacker. At the start of the End phase, if any Loot
The attacker is trying to suppress the locals by taking caskets are within 1" of a battlefield edge then they
out the leadership. The defender must nominate one may be removed from the battlefield and salvaged. The
of the fighters in their starting crew to be the Rabble defending gang gains one Victory point for each Loot
Rouser – this must be their gang’s Leader if they are casket removed in this manner.
participating in the battle, otherwise, it must be a
fighter with the Gang Hierarchy (X) rule. If there are no Once at least 3 Loot caskets have been salvaged,
fighters in the defender’s starting crew with the Gang any defending fighter within 1" of the battlefield edge
Hierarchy (X) rule then they may select any of their at the start of the End phase may be removed from
fighters to be the Rabble Rouser. the battlefield as they escape. Roll to see if Seriously
Injured fighters removed in this fashion succumb to
The Rabble Rouser automatically passes any Cool their injuries.
checks to not flee the battlefield − they will only run
away if the gang voluntarily bottles and flees the FLEEING THE BATTLEFIELD
battlefield. If the Rabble Rouser is taken Out of Action If either gang voluntarily bottles out and subsequently
then the attacking gang gains three Victory points. flees the battlefield, their opponent automatically wins
the scenario.

SUPPRESSING THE UNDERHIVES


If players wish, they may use this scenario to represent Helmawr’s Enforcers moving through the underhive to
crush any dissenters to Lady Haera’s rule. In order to do this, make the following changes:

• The defender should be an Escher or Orlock gang.


• The attacker should be an Enforcer gang including several Enforcer ‘Sanctioner’ Pattern Automata.
PILGRIMAGE ASSAULT
“By your pain, shall you be redeemed! By this fire, shall you be cleansed!”

Deacon Vorlis, Burning Brazier, House Cawdor

In this scenario, a small group of defenders attempt to hold back a force


desperate to break through and slaughter a large body of pilgrims.

ATTACKER AND DEFENDER GANG TACTICS


In this scenario, one gang is the attacker and the other Each player may choose two gang tactics from those
is the defender. If this scenario is being played as part available to their gang. If, during the pre-battle
of a campaign then the gang that issued the challenge sequence, the total credits value of models in one
is the attacker; otherwise roll off with the winner player’s starting crew is less than their opponent’s,
deciding whether they will attack or defend. they may randomly determine one additional gang
tactic for each full 100 credits of difference.
BATTLE TYPE
This scenario is an Ash Wastes battle. Vehicles ENDING THE BATTLE
and Wargear that grant the Mounted condition The battle ends if, at the start of an End phase, only
can be included in both gangs’ crew and the one gang has models left on the battlefield.
defender’s reinforcements.
VICTORY
BATTLEFIELD The attacker wins if, at the end of the battle, at least
Set up the battlefield using the Battlefield Set-up three models have broken through the defender’s
guidelines, as described in the Necromunda Rulebook. lines. Any other result is a win for the defender.
The defender then designates one battlefield edge
as the defender’s edge, and the opposite edge as the REWARDS
attacker’s edge. CREDITS
The victorious gang adds D6x10 credits to their Stash.
CREWS
This scenario uses the standard rules for choosing a The losing gang adds D3x5 credits to their Stash.
crew, as described in the Battlefield Set-up & Scenarios
section of the Necromunda Rulebook. The attacker EXPERIENCE
uses the Custom Selection (8) method and the Each model who took part in the battle earns 1 XP.
defender uses the Random Selection (D3+2) method
to determine their crews. All remaining defending Each attacking model that has broken through the
Fighter and Vehicle cards are shuffled together to form defender’s lines earns an additional 1 XP.
the Reinforcements deck.
If the defending gang wins, their Leader earns an
DEPLOYMENT additional D3 XP, even if they didn’t take part in
The defender deploys their crew anywhere on the the battle.
battlefield. The attacker then deploys their crew within
3" of the attacker’s edge. REPUTATION
The victorious gang gains D3 Reputation. If either gang
bottled out, they lose 1 Reputation.

Pilgrimage Assault
REINFORCEMENTS
The defender uses Reinforcements, as described THE GREAT PILGRIMAGE
in the Battlefield Set-up & Scenarios section of the If players wish, they may use this scenario to
Necromunda Rulebook. At the start of each End represent the Ash Waste Nomads’ frequent raids
phase, D3 reinforcements arrive until the entire gang on the Great Pilgrimage as it made its way from
has arrived. Hive Primus to Hive Temenos. In order to do this,
make the following changes:
BREAK THROUGH
The attacker is trying to break through the defender’s • The defender should be a House Cawdor gang
line. At the start of the End phase, any attacking model with a large number of Cawdor Way-Brethren.
within 1" of the defender’s edge may be removed from • The attacker should be an Ash Waste
the battlefield − they are considered to have broken Nomads gang.
through the defender’s line. Roll to see if they succumb • The Pilgrims of the Word special rule is in effect.
to any Serious Injuries as normal, and they count as
Out of Action for the purpose of Bottle tests. PILGRIMS OF THE WORD
The defender is devoted to their task of defending
FLEEING THE BATTLEFIELD the Great Pilgrimage. They automatically pass any
If either gang voluntarily bottles out and subsequently Bottle tests they are called upon to make.
flees the battlefield, their opponent automatically wins
the scenario.
SCRUTINATOR-PRIMUS SERVALEN
If there is one individual within the Palanite Enforcers who embodies terror more than any other, it would be
Scrutinator-Primus Servalen. A high ranking member of the Palanite Scrutinators, the specialist investigation
and interrogation arm of the Enforcers, she has personally uprooted more criminal organisations and deviant
cults than any other in her trade in living memory. Such is her success rate, the Provost Marshal himself has
awarded her the right to carry his personal seal, a warrant against which no door on Necromunda is barred.

The secret of Servalen’s power is, however, known only to a few. Though tall and bearing a severe
countenance, the Scrutinator-Primus is neither physically imposing, nor especially dangerous in combat. And
yet, those in her presence squirm to be under her gaze, prolonged contact driving them into fits of anxiety as
they try to get away from something they find utterly disturbing, but cannot name. This is because Servalen is
a psychic null, also known as an untouchable, pariah or a blank, and all living things instinctively recoil from
her presence. These gifts, combined with the Scrutinator-Primus’ keen investigative mind and ruthlessness,
have proven the end of many a cult.

Servalen does not routinely wade into the midst of battle alone. For her protection, the Provost Marshal has
assigned Servalen a Palanite pattern Cyber-mastiff. Designated KB-88, the robotic dog is never far from
Scrutinator-Primus
Servalen, shadowing her every step and watching her back, ready Servalen
to tear apart anyone who would threaten
its master.

SPECIAL RULES
Psychic Null: Servalen may Disrupt Wyrd Powers Investigator: A Scrutinator is rarely caught flat-footed.
just as if she were a Psyker (see the Necromunda Servalen can never be the target of gang tactics. Note
Rulebook). In addition, if a Psyker is within 6" that she may still be affected by gang tactics, provided
of Servalen then they may not manifest any they do not target her specifically.
psychic powers.
Law Abiding Bounty Hunter: Servalen is a Bounty
Pariah: Servalen is unnerving to those around her. All Hunter that can be hired by any Law Abiding gang. She
fighters, friend or foe, within 6" of Servalen suffer -2 to is subject to the “You Get What You Pay For”, Dead,
the dice roll when making Cool checks. Not Alive, Claiming Bounties and “We’ll Get Our Bit…”
special rules.
STORM BATTLE
“Come and get some, you ash-ridden son of a sheen-harpy!”

Grol ‘Road-rage’, Bellows Flame, House Goliath

In this scenario, a gang takes advantage of an ash storm to attack a settlement in the wastes.

BATTLE TYPE VICTORY


This scenario is an Ash Wastes battle. Vehicles and If only one gang has models remaining on the
Wargear that grant the Mounted condition can be battlefield at the end of the battle then they are
included in both gangs’ crews. victorious. If neither gang has any models remaining on
the battlefield, the battle is a draw.
BATTLEFIELD
Set up the battlefield using the Battlefield Set-up REWARDS
guidelines, as described in the Necromunda Rulebook. CREDITS
There should be narrow streets and lots of structures. The victorious gang adds 2D6x10 credits to
their Stash.
CREWS
This scenario uses the standard rules for choosing a The losing gang adds D6x10 credits to their Stash.
crew, as described in the Battlefield Set-up & Scenarios
section of the Necromunda Rulebook. Both gangs If the battle is a draw then both gangs add 2D6x10
use the Custom Selection (6) method to determine credits to their Stash.
their crew.
EXPERIENCE
DEPLOYMENT Each model who took part in the battle earns 1 XP.
This scenario uses the standard rules for deployment.
The winning gang’s Leader earns D3 XP even if they did
GANG TACTICS not take part in the battle.
Each player may choose two gang tactics from those
available to their gang. If, during the pre-battle REPUTATION
sequence, the total credits value of models in one The victorious gang gains D3 Reputation. If either gang
player’s starting crew is less than their opponent’s, bottled out, they lose 1 Reputation.
they may randomly determine one additional gang
tactic for each full 100 credits of difference.

ENDING THE BATTLE


The battle ends when only one gang has models
remaining on the battlefield at the start of a round.

Storm Battle
ASH STORM
The battle takes place during a fierce and violent ash ATTACK ON HALFWAY
storm, reducing visibility for all. Do not roll to determine If players wish, they may use this scenario to
the Season when generating battlefield conditions, represent the Ash Waste Nomads’ attack on
instead, use the Great Storm result from the Season the settlement of Halfway under the cover of
of Ash: a mighty storm. In order to do this, make the
following changes:
Great Storm: A great ash storm descends upon
the battlefield. The rules for Pitch Black are in effect • The defender should be a mixed force from many
for the battle. In addition, at the beginning of each gangs featuring Cawdor Way Brethren and led by
round randomly determine a battlefield edge. Fighters Ashwood Stranger.
and vehicles moving towards this edge count each • The attacker should be an Ash Waste
1" moved as 2", while those moving away from this Nomads gang.
edge count each 2" moved as 1". In the End phase all • The Island in the Storm special rule is in effect.
models are moved D6" directly away from this edge –
roll separately for each model. ISLAND IN THE STORM
Ashwood Stranger automatically passes any Cool
checks he is called upon to make, as does any
friendly model within 6" of him.
DEATH IN THE PLAZA
“Come and be devoured in the name of the Lord of Skin and Sinew! All are meat for the grinder!”

In Entrails’ Warm Glow, Bloody Eight, Corpse Grinder Cult

In this scenario, a small group takes advantage of an isolated fighter to try to score a quick kill.

ATTACKER AND DEFENDER GANG TACTICS


In this scenario, one gang is the attacker and the other Each player may choose two gang tactics from those
is the defender. If this scenario is being played as part available to their gang. If, during the pre-battle
of a campaign then the gang that issued the challenge sequence, the total credits value of fighters in one
is the attacker; otherwise, roll off with the winner player’s starting crew is less than their opponent’s,
deciding whether they will attack or defend. they may randomly determine one additional gang
tactic for each full 100 credits of difference.
BATTLE TYPE
This scenario is a Sector Mechanicus battle; vehicles ENDING THE BATTLE
and Wargear that grant the Mounted condition The battle ends if, at the start of an End phase, only
cannot be included in either gang’s starting crew or one gang has models left on the battlefield.
Reinforcement decks.
VICTORY
BATTLEFIELD If, at the end of the battle, the Target has been taken
Set up the battlefield using the Battlefield Set-up Out of Action the attacker is victorious, otherwise the
guidelines, as described in the Necromunda Rulebook. defender is the victor.

CREWS REWARDS
This scenario uses the standard rules for choosing a CREDITS
crew, as described in the Battlefield Set-up & Scenarios The victorious gang adds 2D6x10 credits to
section of the Necromunda Rulebook. The attacker their Stash.
uses the Custom Selection (5) method to choose their
crew. The defender uses the Custom Selection (1). EXPERIENCE
All remaining defending Fighter cards are shuffled Each fighter who took part in the battle earns 1 XP.
together to form the Reinforcements deck.
If a fighter takes the Target Out of Action, that fighter
DEPLOYMENT earns an additional 1 XP.
The defender deploys their crew anywhere on the
battlefield. The attacker then deploys their crew within If the Target is not taken Out of Action then the Target
1" of any battlefield edge, and they are free to use earns an additional D3 XP.
all edges.
REPUTATION
The victorious gang gains D3 Reputation.
Death in the Plaza
HERE WE STAND
The defender automatically passes any Bottle tests BONEGORGER’S DOWNFALL
until the Target has been taken Out of Action, at which If players wish, they may use this scenario to
point the gang automatically Bottles. represent Scrutinator-Primus Servalen taking down
Bonegorger, the leader of the Bloody Eight, in the
REINFORCEMENTS Plaza of Saint Valdon. In order to do this, make the
The defender uses Reinforcements, as described following changes:
in the Battlefield Set-up & Scenarios section of the
Necromunda Rulebook. At the start of each End • The defender should be a Corpse Grinder Cult
phase, two reinforcements arrive until the entire gang gang with a Butcher as the Target.
has arrived. • The attacker should be led by Scrutinator-Primus
Servalen and consist of Delaque fighters.
THE TARGET • The Dark Ritual special rule is in effect.
The attacker has taken advantage of a brief window
of opportunity to try to ambush a high priority target DARK RITUAL
while they are isolated. The fighter selected from the At the start of each of the first three rounds,
defender’s starting crew is the Target that the attacker increase the Target’s Strength, Toughness,
is trying to eliminate. Wounds and Attacks characteristics by 1. These
bonuses do not apply while Servalen is within 3" of
HURRIED DEFENCE the Target.
The defender automatically wins Priority in the first
round, there is no need to roll.

FLEEING THE BATTLEFIELD


If either gang voluntarily bottles out, and subsequently
flees the battlefield, their opponent automatically wins
the scenario.
RACE TO THE VAULT
“The Lost Saint calls, will you be found wanting in his hour of need?”

Mahkos, Word-Keeper, Agonies of the Saint, House Cawdor

In this scenario, two gangs race to be the first to reach the end of a tunnel network.

BATTLE TYPE ENDING THE BATTLE


This scenario is a Zone Mortalis battle; vehicles and The battle ends if, at the start of an End phase, only
Wargear that grant the Mounted condition cannot be one gang has models left on the battlefield.
included in either gang’s starting crew.
VICTORY
BATTLEFIELD If, at the end of the battle, one gang has had more
Set up the battlefield with six tiles using the fighters break through to the vaults then that gang is
Battlefield Set-up guidelines, as described in the victorious. Any other result is a draw.
Necromunda Rulebook.
REWARDS
CREWS CREDITS
This scenario uses the standard rules for choosing a The victorious gang adds 2D6x10 credits to
crew, as described in the Battlefield Set-up & Scenarios their Stash.
section of the Necromunda Rulebook. Both gangs use
the Custom Selection (5) method. EXPERIENCE
Each fighter who took part in the battle earns 1 XP.
DEPLOYMENT
Both players roll off, the winner selects a tile as Each fighter that has broken into the Vaults of Temenos
the start point. The loser then selects an edge of a earns an additional 1 XP.
different tile to be the Vault Entrance. Starting with the
loser of the roll-off, players take it in turns to deploy The Leader of the winning gang earns an additional D3
fighters from their gang anywhere within the tile at XP, even if they didn’t take part in the battle.
least 6" away from enemy fighters.
REPUTATION
GANG TACTICS The victorious gang gains D3 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.

Race to the Vault


VAULT BREAKTHROUGH
Both gangs are desperately racing to be the first one TOMB OF THE LOST SAINT
to break through into the Vaults of Temenos. At the If players wish, they may use this scenario to
start of the End phase, any fighter within 1" of the Vault represent Scrutinator-Primus Servalen and her
Entrance may break into the vault. Remove them from Delaque allies racing to beat Lady Credo to the
the battlefield – for the purpose of Bottle tests they are Tomb of the Lost Saint. In order to do this, make
considered to be Out of Action. the following changes:

• One gang should be Lady Credo leading


Escher fighters.
• The other gang should be Scrutinator-Primus
Servalen leading a gang of Delaque.
• The Unexpected Help special rule is in effect.

UNEXPECTED HELP
At the start of the End phase in the third round,
Durgan Kill-fist arrives as Reinforcements to
aid Servalen.
DARING RESCUE
“Come in Sigma-8, there’s reports of explosions in your area. Repeat, come in Sigma-8.”

Intercepted vox transmission, Precinct Kho-Four, Hive Temenos

In this scenario, a gang tries to rescue one of their own from captivity.

ATTACKER AND DEFENDER GANG TACTICS


This scenario uses the rules for Sneak Attacks, as The attacker can choose up to three gang tactics from
described in the Battlefield Set-up & Scenarios section those available to their gang. The defender randomly
of the Necromunda Rulebook. In this scenario, one determines two gang tactics from those available to
gang is the attacker and the other is the defender. In their gang – however, they cannot be played until the
a campaign, the player who chose this scenario is the alarm has been raised.
attacker. In a skirmish, players roll off and the winner
decides whether they will attack or defend. If, during the pre-battle sequence, one player’s
Gang Rating is less than their opponent’s, they may
BATTLE TYPE randomly determine an additional gang tactic for each
This scenario can be played as either a Zone Mortalis full 100 credits of difference.
or Sector Mechanicus battle. Vehicles and Wargear
that grant the Mounted condition cannot be included in ENDING THE BATTLE
either gang’s starting crew or Reinforcements deck. If either gang has no models left on the battlefield at
the end of any round, the battle ends immediately.
BATTLEFIELD
Set up the battlefield as described in the VICTORY
Battlefield Set-up & Scenarios section of the The attacker wins if, at the end of the battle, all of their
Necromunda Rulebook. fighters held Captive were freed and have taken flight.
If no Captives took flight, the defender wins. Otherwise,
CREWS the battle is a draw.
This scenario uses the standard rules for choosing a
crew, as described in the Battlefield Set-up section REWARDS
of the Necromunda Rulebook. The attacker uses the EXPERIENCE
Custom Selection (5) method to determine their crew. Each fighter who took part in the battle earns 1 XP.
The defender’s starting crew are their sentries. They
use the Random Selection (3) method, but before If a Captive was freed, the fighter who freed them gains
drawing their crew, they can declare any number D3 XP.
of fighters unfit (or too important) for sentry duty,
removing them from their deck – they are returned to If a Captive is freed and takes flight, they earn 1 XP.
the deck after the starting crew has been drawn. Then
the rest of the deck is set to one side to form their If all of the Captives were freed and took flight, the
Reinforcements deck. attacker’s Leader earns 1 XP (regardless of whether
they took part in the battle or not).
DEPLOYMENT
The defender sets up their sentries and Captive(s) REPUTATION
anywhere on the battlefield. The attacker then sets For each Captive that was freed, the attacker gains
up each of their fighters within 2" of any edge of the 2 Reputation and the defender loses 1 Reputation. If
battlefield, and is free to use all edges. either gang bottled out, they lose 1 Reputation.

Daring Rescue
HOME TURF ADVANTAGE TAKING FLIGHT
The defender has the Home Turf Advantage. Once the attackers have freed their Captive(s), they
can disappear back into the shadows. Any attacking
THE TARGET fighter or freed Captive that is within 1" of any edge
In a campaign, this scenario can only be played if one of the battlefield at the start of any End phase can
or more of the attacker’s fighters have been Captured take flight if their controlling player wishes, even if
by the defender. These models are the Captives. In a they are Seriously Injured. They are removed from the
skirmish battle, the attacker picks one of their fighters battlefield, and count as being Out of Action from now
to act as the Captive. on for the purposes of Bottle tests.

CAPTIVE MODELS REINFORCEMENTS


Captive fighters never gain Ready markers and cannot In the round that the alarm is raised, and in each
be activated or attacked by either player. Non-Captive subsequent round, D6 Reinforcements arrive for the
attacking fighters can make the following action: defender until the entire gang has arrived.

Free Captive (Basic): Pick a Captive within 1" and roll FLEEING THE BATTLEFIELD
a D6. If the result is a 3 or higher, the Captive is freed. If the defender voluntarily bottles out and subsequently
On a 1 or 2 however, the Captive is not freed from their flees the battlefield, their opponent automatically wins
shackles and remains Captive. the scenario and the Captives are freed.

In addition, in the End phase of each round, the


attacking player may declare that one or more Captives
will attempt to escape their bonds. For each Captive SEIZURE OF LORD HELMAWR
that does so, roll 2D6 and add their Strength. On a If players wish, they may use this scenario
result of 13 or more, they break loose and are freed; to represent Kal Jericho’s and Scabs’ daring
on a 6 or less, however, they injure themselves and abduction of Lord Helmawr’s body. In order to do
suffer a Flesh Wound. this, make the following changes:

Freed Captives gain a Ready marker in the following • The defender should consist of Lady Haera and
Priority phase and can be activated as normal Palanite Enforcers.
from then on. Their rescuers immediately return • The other gang should consist of Kal Jericho,
their equipment to them (if the fighter has multiple Scabs and Hive Scum.
equipment sets, randomly determine which equipment
set is handed back to them).
Additional Rules

ADDITIONAL RULES
In this section, we present a collection of additional includes new Crew options for Cawdor gangs, a new
rules for using Cawdor and Enforcer gangs in games fighter for the Cawdor, a new Brute for the Enforcers,
of Necromunda. These rules are intended to provide rules for forming an alliance with the Imperial House
these gangs with a variety of new options. This section and new vehicle gang tactics for Cawdor gangs.
CAWDOR ROAD PREACHER (CREW)................................................................. 30 CREDITS
Available to Cawdor gangs only.

VEHICLE CHARACTERISTICS CREW CHARACTERISTICS


TOUGHNESS
M Front Side Rear HP Hnd Sv BS Ld Cl Wil Int
* * * * * * * 4+ 7+ 7+ 7+ 7+

SPECIAL RULES
Gang Fighter (Crew): Models with this special rule form the backbone of House Cawdor gangs. The total
number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than,
the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.

Vehicle Crew: A Cawdor Road Preacher must always be equipped with a vehicle.

Pious: A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst
dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a
Rally test, they may immediately re-roll that Cool check.

One of the Faithful: If this model is neither Wrecked nor Broken during the End phase, this model generates Faith
dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith.

SKILL ACCESS
A Cawdor Road Preacher has access to the following skill sets:

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Driving


- - - - - Secondary Secondary Primary Primary

EQUIPMENT
A Cawdor Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons from the
Cawdor Road Preacher equipment list.

• During the course of a campaign, a Cawdor Road Preacher may be given additional Wargear from this list, the
Trading Post and from the Black Market.
• During the course of a campaign, a Cawdor Road Preacher may be given additional weapons from this list and
the Pistols section of the Trading Post or Black Market.
• A Cawdor Road Preacher may be given a replacement vehicle from either this list or the Trading Post or Black
Market, in which case their existing vehicle (if present) is placed into the gang’s Stash.

CAWDOR ROAD PREACHER EQUIPMENT LIST


VEHICLES WARGEAR
• Custom vehicle....................................Variable credits PERSONAL EQUIPMENT
• Ridgerunner .................................................95 credits • Bio-booster ..................................................35 credits
• Rockgrinder................................................145 credits • Filter plugs ...................................................10 credits
• Wolfquad......................................................70 credits • Photo-goggles ..............................................35 credits
• Respirator ....................................................15 credits
WEAPONS
PISTOLS
• Hand flamer .................................................75 credits Cawdor Road Preacher (Crew)
• Reclaimed autopistol .....................................5 credits
• Stub gun.........................................................5 credits
- Dumdum rounds ......................................+5 credits
REDEMPTIONIST ROAD PREACHER (CREW) .................................................. 35 CREDITS
Available to Cawdor gangs only.

VEHICLE CHARACTERISTICS CREW CHARACTERISTICS


TOUGHNESS
M Front Side Rear HP Hnd Sv BS Ld Cl Wil Int
* * * * * * * 4+ 8+ 6+ 6+ 9+

SPECIAL RULES
Gang Fighter (Crew): Models with this special rule form the backbone of House Cawdor gangs. The total
number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than,
the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.

Vehicle Crew: A Redemptionist Road Preacher must always be equipped with a vehicle.

Fanatical: A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult,
embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve
test, they may immediately re-roll that Cool check.

One of the Faithful: If this model is neither Wrecked or Broken during the End phase, this model generates Faith
dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith.

SKILL ACCESS
A Redemptionist Road Preacher has access to the following skill sets:

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Driving


- - - - - Secondary Secondary Primary Primary

EQUIPMENT
A Redemptionist Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons
from the Redemptionist Road Preacher equipment list.

• During the course of a campaign, a Redemptionist Road Preacher may be given additional Wargear from this list,
from the Trading Post and from the Black Market.
• During the course of a campaign, a Redemptionist Road Preacher may be given additional weapons from this list
and the Pistols section of the Trading Post or Black Market.
• A Redemptionist Road Preacher may be given a replacement vehicle from either this list or the Trading Post or
Black Market, in which case, their existing vehicle (if present) is placed into the gang’s Stash.

REDEMPTIONIST ROAD PREACHER EQUIPMENT LIST


VEHICLES WARGEAR
• Custom vehicle....................................Variable credits PERSONAL EQUIPMENT
• Ridgerunner .................................................95 credits • Bio-booster ..................................................35 credits
• Rockgrinder................................................145 credits • Filter plugs ...................................................10 credits
• Wolfquad......................................................70 credits • Photo-goggles ..............................................35 credits
• Respirator ....................................................15 credits
WEAPONS
PISTOLS
• Autopistol .....................................................10 credits Redemptionist Road Preacher (Crew)
• Hand flamer .................................................75 credits
• Stub gun.........................................................5 credits
- Dumdum rounds ......................................+5 credits
CAWDOR WAY-BRETHREN (PROSPECT)................... 80 CREDITS
Available to Cawdor gangs only.

M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 9+

SPECIAL RULES
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.

Gang Fighter (Prospect): Models with this special rule form the backbone of House
Cawdor gangs. The total number of models with the Gang Fighter (X) special rule in
Cawdor Way- the gang must always be equal to, or higher than, the total number of models without
Brethren are the the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
outriders of the
Redemption’s Promotion (Cawdor Firebrand or Redemptionist Deacon): If, during the
wasteland Downtime phase of a campaign, this fighter has gained five or more Advancements,
crusades. Mounted this fighter may be promoted to become either a Cawdor Firebrand or a
on their ubiquitous Redemptionist Deacon as the controlling player wishes.
‘mule’ Ridge
Walkers, they When a fighter is promoted in this way, they will from now on count as a Cawdor
range ahead of the Firebrand or a Redemptionist Deacon for the purposes of determining which
teeming masses of equipment and skill sets they can access. Their existing characteristics do not
the faithful, finding change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist
Cawdor Way-Brethren
the way between Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and
the shrines and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist
holy sites of Deacon, as appropriate.
Necromunda
for those that Note that when a fighter is promoted in this way (especially when promoted to
follow. Though become a Redemptionist Deacon), an appropriate model should be used to
they might look represent their new category and type.
like ramshackle
creations, a Ridge Born in the Saddle: This fighter is more comfortable on their mount than on foot
Walker turns a and would never be without it. Their Ridge Walker must be included on every Fighter
Way-Brethren card for this fighter.
into a deadly
warrior, capable Hot-headed: Fighters with this special rule have much to prove and often act on
of charging down impulse alone, hoping to impress their superiors. Consequently, older and wiser
foes or bullying fighters expect them to be short-lived. Should a fighter with this special rule be
their way through Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not
enemy lines. Many have to take a Nerve test, unless they also have this special rule.
Way-Brethren also
take to carrying Fast Learner: During Campaign play, when this fighter gains a characteristic
explosives mounted Advancement, they do not need to spend an additional 2 XP if the characteristic
on the end of being improved has already been improved. In other words, this fighter may improve
poles, using them a characteristic any number of times (up to the maximum) for the basic XP cost
like the lances shown each time.
of Ancient Terran
knights to great Pious: A devout member of House Cawdor, this fighter adheres closely to the
and bloody effect. 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.
SKILL ACCESS
A Cawdor Way-Brethren has access to the following skill sets.

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Piety


Secondary - Secondary - Primary - - - -

EQUIPMENT
A Cawdor Way-Brethren is equipped with a Ridge Walker (included in their starting cost), and may purchase
weapons and Wargear from the Cawdor Way-Brethren equipment list:

• During the course of a campaign, a Cawdor Way-Brethren may be given additional weapons and Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Cawdor Way-Brethren may only be equipped with weapons from this list, or from the Basic, Pistols and Close
Combat sections of the Trading Post or the Black Market.

CAWDOR WAY-BRETHREN EQUIPMENT LIST

WEAPONS WARGEAR
BASIC WEAPONS GRENADES
• Autogun ........................................................15 credits • Blasting charges ..........................................35 credits
• Cawdor charger/autogun* ..........................25 credits • Frag grenades..............................................30 credits
• Cawdor charger/blunderbuss with grape • Incendiary charges ......................................40 credits
& purgation shot* ........................................45 credits • Krak grenades .............................................45 credits
• Cawdor charger/flamer* ...........................145 credits
• Sawn-off shotgun with scatter shot .............15 credits ARMOUR
- Solid-shot ...............................................+10 credits • Flak armour..................................................10 credits
• Gutterforged cloak .......................................15 credits
PISTOLS
• Hand crossbow ............................................10 credits PERSONAL EQUIPMENT
• Hand flamer .................................................75 credits • Filter plugs ...................................................10 credits
• Reclaimed autopistol .....................................5 credits • Photo-goggles ..............................................35 credits
• Stub gun.........................................................5 credits • Respirator ....................................................15 credits
- Dumdum rounds ......................................+5 credits • Skinblade .....................................................10 credits
• Strip kit.........................................................15 credits
CLOSE COMBAT WEAPONS
• Axe ...............................................................10 credits WEAPON ACCESSORIES
• Flail ..............................................................20 credits • Mono-sight
• Fighting knife................................................15 credits (basic, special & heavy weapons only)† ......35 credits
• Frag lance ....................................................35 credits
• Krak lance....................................................50 credits
• Maul (club)...................................................10 credits
• Stun lance....................................................30 credits
EXOTIC BEASTS
0-2 HARDCASE CYBER-MASTIFF (EXOTIC BEAST) ..................................... 130 CREDITS
For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to
protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the
temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication
is unswerving.

As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified
brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their
performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the
role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat
modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear
the deployment of Hardcase Cyber-mastiffs on their turf.

M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+

NEW WARGEAR — HARDCASE CYBER-MASTIFF


Add the following item of Personal Equipment to the Wargear section of the Enforcer Squad Equipment list:

(0-2) Hardcase Cyber-mastiff .........................................................................................................130 credits

SPECIAL RULES
Tenacious: Hardcase Cyber-mastiffs are renowned for their tenacity. If the Hardcase Cyber-mastiff is taken Out of
Action, do not remove it from the battlefield if it has not yet activated this round. Once the Hardcase Cyber-mastiff
has completed its activation, remove it from the battlefield.

Hardcase: Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff
counts as being equipped with light carapace armour and a respirator.

Faithful Protector: Whilst a Hardcase Cyber-mastiff is Standing and either Active or Engaged within 3" of its
owner, enemy fighters may not make a Coup De Grace (Simple) against the owner. In addition, if the owner is
Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-
mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. This
move counts as a free action.

SKILL ACCESS
Should a Hardcase Cyber-mastiff ever become a Specialist, it has access to the following Skill sets:

Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting


- - Primary - Secondary - - -

EQUIPMENT
A Hardcase Cyber-mastiff may not purchase weapons or Wargear. A Hardcase Cyber-mastiff is armed with a
shock bite.

Hardcase Cyber-mastiff
BRUTES
0-2 ENFORCER ‘SANCTIONER’ PATTERN AUTOMATA ............................... 205 CREDITS
Available to Palanite Enforcers gangs only.

To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These
hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches
those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is
removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by
the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions
− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call
these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under
the gaze of a Sanctioner.

A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy
carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to
small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer
units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed
resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill,
the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal
repair systems keep them going.

The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending
in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can
inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before
hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to
restrain and detain any who get in its way.

Enforcer ‘Sanctioner’ Pattern Automata


A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a
favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is
no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of
criminals, while smoke grenades provide cover for advancing Enforcers.

Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large-
scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and
order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and
general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of
‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold.

M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 4 5 3 5+ 2 8+ 7+ 6+ 9+

WEAPONS
An Enforcer ‘Sanctioner’ Pattern Automata is armed with a pacifier assault claw, heavy shock baton and grenade
launcher array with photon flash grenades. All Enforcer ‘Sanctioner’ Pattern Automata are equipped with light
carapace armour.

OPTIONS
An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with
one of the following:
• Concussion cannon ..............................................................................................................................+80 credits
• Sanction pattern mancatcher.............................................................................................................+100 credits
• SLHG pattern assault ram ‘Sledge hammer’........................................................................................+40 credits

An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade
launcher array:
• Choke gas grenades .............................................................................................................................+35 credits
• Scare gas grenades..............................................................................................................................+45 credits
• Smoke grenades...................................................................................................................................+15 credits
• Stun grenades ......................................................................................................................................+25 credits

• An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its


light carapace armour to heavy carapace armour ...............................................................................+20 credits

SPECIAL RULES
Automated Repair Systems: During the Recovery and Restart step of the End phase, do not roll if this fighter
recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the
Injury dice.

Mobile Bulwark: If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they
instead count as being in full cover.

SKILLS
An Enforcer ‘Sanctioner’ Pattern Automata has the Got Your Six skill (see Necromunda: Book of Judgement).

SKILL ACCESS
An Enforcer ‘Sanctioner’ Pattern Automata has access to the following skill sets:
Palanite
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Drill
Secondary - Secondary - Primary - - - -
GUILD OF COIN CHRONOS PATTERN IRONCRAWLER .............................. 390 CREDITS
Available to any gang except Ash Waste Nomads.

VEHICLE CHARACTERISTICS CREW CHARACTERISTICS


TOUGHNESS
M Front Side Rear HP Hnd Sv BS Ld Cl Wil Int
6" 9 9 8 7 6+ 3+ * * * * *

SPECIAL RULES:
Transport Vehicle: A Guild of Coin Chronos Pattern Ironcrawler has a large transport cage behind the cab and a
transport bed behind the transport cage.

Fire Points: A Guild of Coin Chronos Pattern Ironcrawler has five Fire Points on its transport cage.

Weapon Hardpoints: A Guild of Coin Chronos Pattern Ironcrawler has two Weapon Hardpoints: one on the cab
and one on the transport cage. Any weapon fitted to the cab Weapon Hardpoint gains the Crew Operated and Arc
(Front, Right) traits. Any weapon fitted to the transport cage Weapon Hardpoint gains the Crew Operated and Arc
(All Round) traits.

Tracked: This vehicle uses tracks as its primary form of locomotion – this impacts how it interacts with
difficult terrain.

Upgrade Slots: A Guild of Coin Chronos Pattern Ironcrawler has the following upgrade slots available:

Body Drive Engine


4 4 4

FIRE POINTS
All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point – this upgrade does not use
any vehicle Upgrade slots.

FIRE POINT
When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may
perform the following actions as part of their activation: Shoot (Basic} and Reload (Simple). The shooting
attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to
check what the fighter can see). Each Fire Point may only have one fighter fire from it each round.

All Fire Points are also subject to the Unstable Platform rule.

Unstable Platform: Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait
while they are embarked in a Transport Cage with Fire Points.

Guild of Coin Chronos Pattern Ironcrawler


EQUIPMENT
A Guild of Coin Chronos Pattern Ironcrawler may be equipped with vehicle Upgrades, vehicle Wargear and
weapons from the Guild of Coin Chronos Pattern Ironcrawler equipment list.

• During the course of a campaign, a Guild of Coin Chronos Pattern Ironcrawler may be fitted with additional
vehicle Wargear from the Guild of Coin Chronos Pattern Ironcrawler equipment list, the Trading Post and the
Black Market.
• During the course of a campaign, a Guild of Coin Chronos Pattern Ironcrawler may be fitted with additional vehicle
Upgrades from the Guild of Coin Chronos Pattern Ironcrawler equipment list.
• During the course of a campaign, a Guild of Coin Chronos Pattern Ironcrawler can be equipped with weapons
from this list or the Basic, Special or Heavy sections of the Trading Post or Black Market.

GUILD OF COIN CHRONOS PATTERN IRONCRAWLER EQUIPMENT LIST


VEHICLE UPGRADES WEAPONS
BODY UPGRADES SPECIAL
• Ablative armour............................................15 credits • Grenade launcher with
• Crash cage...................................................15 credits frag and krak grenades................................65 credits
• Escape hatches ...........................................10 credits
• Reinforced armour .......................................20 credits HEAVY
• Weapons stash ............................................20 credits • Heavy stubber............................................130 credits

DRIVE UPGRADES VEHICLE WARGEAR


• All wheel steering.........................................10 credits • Booby-trapped fuel tanks ............................10 credits
• Emergency brakes .......................................10 credits • Flare launchers ............................................10 credits
• Powered steering .........................................30 credits • Headlights....................................................15 credits
• Redundant drive system ..............................15 credits • Smoke launchers .........................................20 credits

ENGINE UPGRADES
• Easy turnover .................................................5 credits
• Engine shell .................................................15 credits
• Nitro burner..................................................15 credits
• Smoke vents ................................................25 credits

ADDING THE IRONCRAWLER TO YOUR GANG


Add the following to the vehicle section of the equipment list for the Guild of Coin Haulier:

Guild of Coin Chronos Pattern Ironcrawler.......................................................................390 credits

The rules for the Ironcrawler’s vehicle Upgrades and Wargear can be found in Necromunda: Book of
the Outlands.
CAWDOR VEHICLE 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 (note if you generate a gang tactic that requires a vehicle or fighter
subject to the Mounted condition and they are not in the relevant crew, discard it and generate a new gang tactic):

D66 NAME TIMING EFFECT

11-12 Rearm! Play this gang tactic after The next successful hit from this weapon
resolving an attack from will use the Primed profile instead of the
a weapon with the Lance- Spent profile.
bomb trait.

13-14 Pyroclastic Rain Play this gang tactic when For the duration of this activation, any
activating a friendly vehicle weapon with the Blaze and Template traits
before performing any actions. may place the template within 6" instead
of in contact with the weapon so that the
narrow end of the template is closer to the
Cawdor Vehicle Gang Tactics attacking vehicle than the wide end.

15-16 Self Destruct Play this gang tactic at All models, both friend and foe, within 5"
any point during a friendly of the vehicle suffer a S6, AP-1, D1 hit as
vehicle’s activation. if from a weapon with the Blaze trait. The
activated vehicle is then Wrecked, add 1
to the roll on the Lasting Damage table.

21-22 Blessed Dodge Play this gang tactic when The fighter is considered to have passed
a friendly fighter fails an the Initiative check.
Initiative check to avoid being
run over by a vehicle.

23-24 Joust Play this gang tactic when The fighter gains an additional D3 XP.
a friendly fighter subject
to the Mounted condition
causes an enemy vehicle to
become Wrecked.
D66 NAME TIMING EFFECT

25-26 Beacon of Faith Play this gang tactic after Select a friendly vehicle. For the
both gangs have deployed but duration of this battle, while this
before the first roll for Priority. vehicle is not Wrecked, all friendly
models within 9" may apply a +1
modifier to all Cool checks.

31-32 Cleansed by Fire Play this gang tactic when The vehicle becomes subject to the
activating a friendly vehicle, Blaze condition. Until the flames go
before performing any actions. out, any models that either start their
activation within 1" or move within 1"
of this vehicle during their activation
become subject to the Blaze condition
on a D6 roll of 3+.

33-34 Martyrdom Play this gang tactic when a Do not roll on the Lasting Injury table
friendly fighter is taken Out – the fighter automatically suffers
of Action by an enemy model the Memorable Death result. For the
before rolling on the Lasting remainder of the battle, all friendly
Injury table. models apply a +1 modifier to any
rolls to wound the enemy model, and
friendly models earn an additional D3
XP if they take the enemy model Out
of Action.

35-36 Armoured by Faith Play this gang tactic after both For the duration of the battle, D3
gangs have deployed before friendly vehicles increase their Front
the first roll for Priority. Toughness by 1.

41-42 Fury of Play this gang tactic when For the duration of their activation,
Righteous Convictions activating a friendly fighter they gain +2 Strength and all of their
subject to the Mounted weapons gain the Reckless trait.
condition before performing
any actions.

43-44 Fateful Swerve Play this gang tactic when The vehicle suffers a Glancing
a friendly vehicle suffers Hit instead.
a Penetrating Hit or
Catastrophic Hit.

45-46 Doused Play this gang tactic when For the duration of the fighter’s
in Promethium activating a fighter subject to activation, one of their weapons with
the Mounted condition before the Melee trait gains the Blaze trait.
they perform any actions.
D66 NAME TIMING EFFECT

51-52 Weak Spot Play this gang tactic before Roll one additional Damage dice.
rolling Damage dice.

53-54 Scrap Dealers Play this gang tactic during the Reduce the cost of repairs by D6x10
post-battle sequence when credits to a minimum of 5 credits.
making the Negotiate Repairs
post-battle action.

55-56 Prayer Wagon Play this gang tactic after both Select a friendly vehicle. For the duration
gangs have deployed, before of the battle it rolls 3 dice to see if it
the first roll for Priority. generates Faith dice.

61-62 Judgement Due Play this gang tactic after both Select an enemy vehicle. If it is Wrecked at
gangs have deployed, before the end of the battle, your gang’s Leader
the first roll for Priority. gains D3 XP.

63-64 Incendiary Ram Play this gang tactic when a Place the 5" Blast marker in the centre of
friendly vehicle has a head-on the vehicle’s front hull. All models under
collision during its activation, the blast marker, including the activated
before resolving the collision. model, suffer a S3, AP-1, D1 hit as if by a
weapon with the Blaze trait. Then resolve
the collision normally.

65-66 Where There’s Play this gang tactic during the Add D3x5 credits to your gang’s Stash for
Scrap There’s Creds post-battle sequence during each Wrecked enemy vehicle and enemy
the Receive Rewards step. fighter subject to the Mounted condition
who was taken Out of Action.
ALLIANCES

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
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.
Alliances
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.
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.
BENEFITS AND DRAWBACKS
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.

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 Result
1-4 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.
5-6 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.
7+ 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.
THE IMPERIAL HOUSE would wield power on Necromunda do so only upon
House Helmawr stands above all other Houses of the sufferance of Lord Helmawr.
Necromunda. It is rightly known as the Imperial House,
a house sanctioned by the Imperium itself to rule. For When gangs ally themselves with the Imperial House,
seven millennia, a Helmawr has governed the blighted it is because they have been granted the official
hive world, keeping both nobles and clans in line as sanctioning of House Helmawr. Often, this means
well as the countless billions of helots, workers and appointment as de facto rulers of a region, or perhaps
subjects. It is both the glory and the burden of the a clandestine force within the underhive operating
Imperial House to see the Emperor’s tithe is paid − beyond the reach of the Enforcers. In either case, as
and reap the immense wealth and reputation their most gangers will tell you, a pact with the Imperial
position provides. As rulers of Necromunda, House House is a double-edged sword. For every boon the
Helmawr are both the law and the law makers, there Imperial House grants, it often demands two- or
being nothing and no one beyond their extensive three-fold in return. Woe to the gang that crosses Lord
reach. The Enforcers, the militant arm of Lord Helmawr or fails to pay his tithes − for just as the great
Helmawr’s control, exact his will wherever their booted Imperium of Mankind looks unkindly upon any world
feet are heard stomping down tunnels and through that fails to meet its due, so too does Lord Helmawr
domes, while his legions of scribes and scriveners deal harshly with any of their subjects that fail to
see to it that the other nobles and clans are kept in please them.
line. A complex web of alliances and obligations is the
foundation upon which this control is built and all who

The Imperial House


BENEFITS DRAWBACKS
Law Abiding Allies: Any gang may Imperial Tax: During the post-battle
form an Alliance with the Imperial sequence, if the gang gained any
House, provided it is a Law Abiding gang. credits as a scenario reward, the gang
The House of Helmawr has no interest in must give up a portion of this to the
collaborating with the criminal classes. Imperial House:

Strong Alliance (Palanite Enforcers): • The gang must give D3x10 credits
The first time a Palanite Enforcers gang is to the Imperial House. If the amount
required to Test the Alliance (see page 115) rolled is greater than the amount
with this ally, do not roll. Instead, count the gained, the gang must make up
result as Disquiet. the deficit from their Stash or Test
the Alliance. “I hold in my hand
Imperial Appointment: When a gang • Alternatively, the gang can choose to the great and
allies with the Imperial House, they keep all of its rewards, but if they do glorious seal of
may select one of their Territories (or they must Test the Alliance. House Helmawr − a
equivalent) to be officially appointed as shield better than
theirs by the Imperial House. The gang flak armour or a
may perform the Collect Tithe post- sheet of double-
battle action: welded plasteel.
Those things will
• Collect Tithe: Receive the boon from only stop bullets
the Territory an additional time. − this seal can
stop anything.”
Enforcer Bodyguards: In the pre-battle
sequence the gang may add Enforcer Lord Torlug
Bodyguards (see page 118) to their gang Bitterbad, Mercator
for the battle ahead. These fighters do Gelt Coin Master,
not cost a gang any credits to hire, but Hive Primus
if chosen, they must be included in the
gang’s crew, even if crew selection is
normally random.

If the gang is playing against an Outlaw


gang then the Enforcer Bodyguards must
be included unless the gang rolls to Test
the Alliance.
ENFORCER BODYGUARDS
Palanite Companions are the elite Enforcers of the spire. Hand-picked from the most loyal subjects of Lord
Helmawr’s Palanite battalions, they are utterly devoted to their noble masters. Each one undergoes extensive
psycho-conditioning until their single-minded purpose is to protect those of Helmawr blood − or those deemed
important by the House nobility. Companions are so named because they seldom leave the side of their masters
− Lord Helmawr’s personal retinue is never more than a handful of strides from his side, and never completely
out of his line of sight.

M WS BS S T W I A Ld Cl Wil Int
Palanite Companions 5" 4+ 3+ 3 3 2 4+ 1 5+ 6+ 6+ 7+

COMPOSITION
An Enforcer Bodyguards Delegation consists of two Palanite Companions.

ENFORCER BODYGUARDS SPECIAL RULES


Helmawr’s Protectors: During the pre-battle sequence, after the Choose Crews step, the Palanite Companions
are assigned to protect a fighter of the allied gang’s choice.

A Band Apart: Members of the Imperial House take care of their own. Palanite Companions will remain separate
and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their
wounds. If a Palanite Companion goes Out of Action during a battle, there is no need to roll for Lasting Injury; they
are considered to have rolled 12-26 Out Cold.

”Here to Help“: Unlike other fighters,


Enforcer Bodyguards
Enforcer Bodyguards are not counted during the Choose Crew step of the
pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to
the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew
above the number specified by the scenario.

PALANITE COMPANIONS SPECIAL RULES


Peerless Bodyguards: If the fighter the Palanite Companions are assigned to is hit by a ranged attack, the
controlling player may choose to transfer the hit and all of its effects onto a Palanite Companion within 2".

EQUIPMENT
A Palanite Companion is armed with a stub gun and disintegration gun. All Palanite Companions are equipped
with layered flak armour, armoured undersuit and magnacles.

SKILLS
A Palanite Companion has the Overwatch and Fearsome skills (as described in the Necromunda Rulebook).
GUILD OF COIN CHRONOS PATTERN IRONCRAWLER
Based on the Cargo-8 Ridgehauler chassis, the Ironcrawler is used to safely transport gangers who have been
hired to guard the Guild of Coin’s convoys across the ash wastes. Exchanging the Ridgehauler’s iconic eight
wheels for tracks, the Ironcrawler is able to stray away from the safety of the roads in order to provide effective
protection and escorts to the many convoys that traverse Necromunda.
CAWDOR WAY-BRETHREN
Cawdor Way-brethren act as the outriders and scouts for Cawdor gangs. Mounted on their ‘mule’, Ridge Walkers
can cross the ash wastes at great speed, while forming the vanguard of Cawdor gangs and convoys. In battle they
use their lances to charge down their foes with devastating effect.

CAWDOR WAY-BRETHREN CAWDOR WAY-BRETHREN


WITH AUTOGUN WITH AUTOGUN

CAWDOR WAY-BRETHREN CAWDOR WAY-BRETHREN


WITH KRAK LANCE WITH FRAG LANCE
AGENTS OF LORD HELMAWR
In her bid to entrench her position as the Lord Helmawr, Lady Haera used the full force of the Palanite Enforcers
and even recruited the notorious Goliath Axon Hammer and his gang to her cause.

SCRUTINATOR-PRIMUS KB-88, HARDCASE AXON HAMMER,


SERVALEN CYBER-MASTIFF SCOURGE OF THE SPIDER POINTS

ENFORCER ‘SANCTIONER’ PATTERN AUTOMATA WITH ENFORCER ‘SANCTIONER’ PATTERN AUTOMATA WITH
CONCUSSION CARBINE AND PACIFIER ASSAULT CLAW HEAVY SHOCK BATON AND PACIFIER ASSAULT CLAW
BEASTS OF THE WASTES
The ash wastes are home to a vast variety of fauna that has adapted to survive in the toxic environment of
Necromunda. Those brave, or more often foolish, enough to tame such creatures are valuable additions for gangs
looking for that extra edge.

RIPPERJACK OUTLAND RIPPERJACK


BEASTMASTER

NOMAD ARTHROMITE HERDER ARTHROMITE DUNESKUTTLER


WEAPON REFERENCE CHART
This reference section contains weapon profiles, Upgrade and Wargear rules, and weapon traits for all of the
weapons, Upgrades and Wargear featured in this book.

BASIC WEAPONS
Rng Acc
Weapon S L S L Str AP D Am Traits
Autogun 8" 24" +1 - 3 - 1 4+ Rapid Fire (1)
Cawdor charger with autogun*
- charger E 2" - - S+1 - 1 - Lance, Melee, Unwieldy, Versatile
- autogun 8" 24" +1 - 3 - 1 5+ Rapid Fire (1)
Cawdor charger with blunderbuss*
- charger E 2" - - S+1 - 1 - Lance, Melee, Unwieldy, Versatile
- blunderbuss
- grape shot - T - - 2 - 1 6+ Plentiful, Scattershot, Template
- purgation shot - T - - 3 - 1 6+ Blaze, Scarce, Template
Cawdor charger with flamer*
- charger E 2" - - S+1 - 1 - Lance, Melee, Unwieldy, Versatile
- flamer - T - - 4 -1 1 5+ Blaze, Template
Sawn-off shotgun
- solid ammo 4" 8" - -2 4 - 2 6+ Knockback, Plentiful
- scatter ammo 4" 8" +2 - 3 - 1 6+ Plentiful, Scattershot

PISTOLS
Rng Acc
Weapon S L S L Str AP D Am Traits
Autopistol 4" 12" +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Hand crossbow 8" 12" +1 - 3 - 1 6+ Plentiful, Sidearm, Silent
Hand flamer - T - - 3 - 1 5+ Blaze, Template
Reclaimed autopistol 4" 12" +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
Stub gun 6" 12" +2 - 3 - 1 4+ Plentiful, Sidearm
- dumdum rounds 5" 10" +1 - 4 - 1 4+ Limited, Sidearm

SPECIAL WEAPONS
Rng Acc
Weapon S L S L S AP D Am Traits
Disintegration gun 8" 24" - -1 5 -3 2 6+ Rapid Fire (1), Scarce, Sever, Unstable
Grenade launcher array
- choke gas grenades 6" 18" -1 - - - - 5+ Blast (3"), Gas, Limited
- photon flash grenades 6" 18" - - - - - 5+ Blast (5"), Flash
- scare gas grenades 6" 18" -1 - - - - 6+ Blast (3"), Fear, Gas, Limited
- smoke grenades 6" 18" -1 - - - - 4+ Blast (*), Smoke
- stun grenades 6" 18" - - 2 -1 1 4+ Concussion
Grenade launcher
- frag grenade 6" 24" -1 - 3 - 1 6+ Blast (3"), Knockback
- krak grenade 6" 24" -1 - 6 -2 2 6+ -

Weapon Reference Chart


HEAVY WEAPONS
Rng Acc
Weapon S L S L S AP D Am Traits
Concussion cannon 9" 18" +1 - 4 -1 2 4+ Blast (3"), Concussion, Knockback, Seismic
Heavy stubber* 20" 40" - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
SLHG pattern assault ram ‘Sledge hammer’
- assault ram E 2" - - S+2 -1 2 - Knockback, Melee, Pulverise, Versatile
- auxiliary grenade 6" 24" -1 - - - - 5+ Blast (3"), Gas, Limited
launcher with choke
gas grenades
- auxiliary grenade 6" 24" -1 - 3 - 1 6+ Blast (3"), Knockback
launcher with frag grenades

CLOSE COMBAT WEAPONS


Rng Acc
Weapon S L S L S AP D Am Traits
Axe - E - - S+1 - 1 - Disarm, Melee
Fighting knife - E - - S -1 1 - Backstab, Melee
Flail - E - +1 S+1 - 1 - Entangle, Melee
Frag lance
- primed E 2" +1 - 4 -1 1 - Blast (3"), Lance-bomb, Knockback,
Melee, Versatile
- spent E 2" +1 - S - 1 - Lance, Melee, Versatile
Heavy shock baton - E - - S+1 - 2 - Concussion, Melee, Parry, Shock
Krak lance
- primed E 2" +1 - 6 -2 3 - Lance-bomb, Melee, Versatile
- spent E 2" +1 - S - 1 - Lance, Melee, Versatile
Maul (club) - E - - S +1 2 - Melee
Sanction pattern mancatcher
- melee - E - - S -1 1 - Entangle, Melee
- ranged - T - - 5 - - 5+ Silent, Template, Web
Pacifier assault claw - E - - S -1 2 - Melee, Pulverise
Shock bite
(Hardcase Cyber-mastiff) - E - - S -1 1 - Melee, Rending, Shock
Stun lance
- primed E 2" +1 - 2 -1 1 - Blast (3"), Lance-bomb, Concussion,
Melee, Versatile
- spent E 2" +1 - S - 1 - Lance, Melee, Versatile

GRENADES
Rng Acc
Weapon S L S L S AP D Am Traits
Blasting charge - Sx2 - - 5 -1 2 5+ Blast (5"), Grenade, Knockback
Frag grenade - Sx3 - - 3 - 1 4+ Blast (3"), Grenade, Knockback
Incendiary charge - Sx3 - - 3 - 1 5+ Blast (5"), Blaze, Grenade
Krak grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
ARMOUR FLAK ARMOUR
Unless stated otherwise, a fighter may only be Flak armour is perhaps the most common type seen
equipped with one type of armour at a time. However, in the underhive. Made with layers of thick, protective
certain types of armour can be combined with others. material bonded together, it offers protection against
Where this is the case, the rules will state it. cuts and abrasions, without hampering mobility.

CARAPACE Flak Armour: Flak armour grants a 6+ save roll.


Carapace armour falls into two broad categories. Light Against weapons that use a Blast marker or Flame
carapace armour offers good protection all over, but template, this is increased to a 5+ save roll.
falls short of covering the wearer from head to toe.
Heavy carapace armour is a more complete suit of Layered Flak Armour: Layered flak armour grants a
armour and offers extra protection. 5+ save roll. Against weapons that use a Blast marker
or Flame template, this is increased to a 4+ save roll.
Light: Light carapace armour grants a 4+ save roll.
FURNACE PLATES
Heavy: Heavy carapace armour grants a 4+ save roll. Furnace plates grant a 6+ save roll. This is increased
This is increased to 3+ against attacks originating to a 5+ save roll against attacks originating within the
within the fighter’s vision arc (the 90° arc to their fighter’s vision arc (the 90° arc to their front); check
front); check this before the fighter model is placed this before the fighter model is placed Prone and is
Prone and is Pinned. If it is not clear if the attacker is Pinned. If it is not clear if the attacker is within the
within the fighter’s front arc, use a Vision Arc template fighter’s Front arc, use a Vision Arc template to check
to check – if the centre of the attacker’s base is within – if the centre of the attacker’s base is within the arc,
the arc, use the 3+ save roll. Against attacks with the use the 5+ save roll. Against attacks with the Blast
Blast trait, use the centre of the Blast marker in place trait, use the centre of the Blast marker in place of
of the attacker. If the fighter does not have a facing the attacker. If the fighter does not have a facing (for
(for example, if they are prone), use the 4+ save roll. example, if they are Prone), use the 6+ save roll.
However, due to the extra weight of this armour, the
fighter’s Initiative is reduced by -1 and their movement GUTTERFORGED CLOAK
by -1" when making a Charge action. 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
Armour environmental effects. A gutterforged cloak can be
worn with other types of armour.
FIELD ARMOUR WEAPON ACCESSORIES
Field armour provides its wearer with an alternative to Weapon accessories marked with a dagger (†) may
conventional armour and may be worn in addition to not be combined together on the same weapon. If one
conventional armour. The save given by Field armour such accessory is purchased for a weapon, another
cannot be modified by a weapon’s Armour Piercing may not be added.
value. However, a fighter can only make one save
attempt per attack, therefore the controlling player INFRA-SIGHT (PISTOLS, BASIC, SPECIAL
must choose to either make a save attempt using the AND HEAVY WEAPONS)†
fighter’s Armour save, or using a field. Weapons with the Rapid Fire (X) or Blast (3"/5") trait
cannot be fitted with an infra-sight. A weapon with an
REFRACTOR FIELD infra-sight can be used to attack through smoke clouds
A refractor field bends the energy of an attack around and proves more effective in Pitch Black conditions
the wearer, harmlessly distributing it over a large area (see the Necromunda Rulebook). In addition, there is
and robbing the attack of its lethal force. When a no hit modifier when the weapon targets a model in
fighter wearing a refractor field is hit by an attack, roll a partial cover, and a -1 modifier (instead of -2) when it
D6. On a 5+, the hit is ignored. targets a model in full cover.

However, should the field work and the hit be ignored, MONO-SIGHT (BASIC, SPECIAL AND HEAVY
roll another D6. If the result is a 1, then the field has WEAPONS)†
been overburdened by the attack and its generator If the fighter attacks with this weapon after making an
is burned out. Remove the refractor field from the Aim action, add 2 to the result of the hit roll instead of 1.
fighter’s card – it no longer works.
PERSONAL EQUIPMENT MAGNACLES
This section covers equipment carried by fighters to Used by both the Adeptus Arbites and local Enforcers
help them survive the rigours of battle and the harsh across the Imperium, Magnacles are magnetic
environment of the underhive and ash wastes. shackles for locking prisoners in place. A fighter
equipped with Magnacles can try to lock them onto
ARMOURED UNDERSUIT an enemy in base contact as an Attack (Basic) action.
An armoured undersuit may be worn in addition to The target must make an Initiative check to avoid the
any armour type, with the exception of an armoured attack. If this check is failed, they are locked in place
bodyglove. If a fighter is wearing an armoured and cannot move, cannot make ranged attacks and
undersuit, their save roll is improved by 1. For example, can only make melee attacks at -2 to hit. The target
if they are wearing flak armour and an armoured can attempt to free themselves by performing a Break
undersuit, they would have a 5+ save, which would be Bonds (Double) action. Roll 2D6. If the result is equal
increased to 4+ against Blasts. If a fighter does not or lower than their Strength then they have freed
already have a save roll, an armoured undersuit grants themselves, otherwise, they remain trapped. Each
a 6+ save. friendly fighter in base contact with the target adds 2
to their Strength for the purposes of this roll.
BIO-BOOSTER
The first time in each battle that an Injury roll is made PHOTO-GOGGLES
for a fighter with a bio-booster, one less Injury dice is A model with photo-goggles can attack through smoke
rolled. If only one dice was being rolled, two dice are clouds, can make ranged attacks against fighters
rolled and the player controlling the fighter with the bio- up to 12" away under the Pitch Black rules and may
booster can discard one of them. gain other benefits in low light conditions, depending
upon the scenario. In addition, if they are hit by a
FILTER PLUGS Flash weapon, add 1 to the result of any check to see
If a fighter with filter plugs is hit by a weapon with the whether they become subject to the Blind condition.
Gas trait, their Toughness is increased by 1 for the
purposes of the roll to see whether they are affected. RESPIRATOR
Filter plugs are one use; if a fighter uses them during When a model with a respirator is hit by a weapon with
a battle, they are deleted from their Fighter card when the Gas trait, their Toughness is increased by 2 for the
the battle ends. purposes of the roll to see whether they are affected.

Personal Equipment
RIDGE WALKER SKINBLADE
While equipped with a Ridge Walker, a fighter gains If the fighter is Captured at the end of a battle, they
the Mounted condition and all of its associated can attempt to escape. If they do, roll a D6:
rules. In addition, increase the fighter’s Movement
characteristic to 9" and the fighter applies a +1 • On a 1 or 2, they are unsuccessful.
modifier to any Initiative checks they make. • On a 3 or 4, they escape but are injured in the
process – make a Lasting Injury roll for them.
SERVO HARNESS • On a 5 or 6, they escape.
Usually seen in manufactoria, cargo haulage and
storage depots, a servo-harness greatly enhances the A fighter who escapes is no longer Captured; however,
wearer’s strength and endurance, taking the load off their skinblade is lost and removed from their
their own body and onto itself. Unsurprisingly, many Fighter card.
gang fighters find these benefits appealing in their line
of work. STRIP KIT
When a fighter with a strip kit makes an Intelligence
Partial: A fighter wearing a partial servo harness gains check to operate a door terminal or bypass the lock on
a +2 modifier to their Strength characteristic and a a Loot casket, add 2 to the result.
+1 modifier to their Toughness characteristic. This
may take them above their maximum characteristics,
but it is not a permanent increase and will be lost
should the servo harness be lost or cease to function
for any reason. Additionally, a fighter wearing a partial
servo harness gains the benefits of suspensors on
any Unwieldy ranged weapon they carry. However,
a fighter wearing a partial servo harness reduces
their Movement and Initiative by 1. This item cannot
be combined with a servo claw or any other type of
servo harness.

Full: A fighter wearing a full servo harness gains all


of the benefits of a partial servo harness, but without
the negative modifiers to Movement and Initiative.
This item cannot be combined with a servo claw or any
other type of servo harness.
WEAPON TRAITS Vehicles: When activated, a vehicle subject to the
The following list contains all of the Weapon traits Blaze condition suffers an immediate S3, AP -1, D1 hit
included in this book. against the Rear Toughness (roll location as normal).
They must then make a Cool check:
BACKSTAB
If the attacker is not within the target’s vision arc, add • If passed, nothing happens, they can continue their
1 to the attack’s Strength. activation as normal.
• If failed and the vehicle is Mobile, they act as if
BLAST (3"/5"/*) they had failed a Loss of Control test then their
The weapon utilises a Blast marker, as described in the activation ends.
Necromunda Rulebook. • If failed and the vehicle is Stationary and Stalled, they
must perform the Burn Out (Double) action then their
BLAZE activation ends.
After an attack with the Blaze trait has been resolved,
roll a D6 if the target was hit but not taken Out of At the end of their activation, roll a D6. On a 4+, the
Action or Wrecked. On a 4, 5 or 6, they become flames go out and the Blaze condition is removed.
subject to the Blaze condition. How the Blaze condition
affects a model depends upon whether it is a fighter COMBI
or vehicle. A combi-weapon has two profiles. When it is fired, pick
one of the two profiles and use it for the attack. Due
Fighter: When activated, a fighter subject to the Blaze to the compact nature of these weapons, they often
condition suffers an immediate S3, AP -1, D1 hit have less capacity for ammunition, and are prone to
and must act as follows, after which their activation jamming and other minor issues. When making an
will end: Ammo check for either of the weapons, roll twice and
apply the worst result. However, unlike most weapons
• If Prone and Pinned, the fighter immediately becomes that have two profiles, ammo for the two parts of the
Standing and Active and acts as described below. combi-weapon are tracked separately – if one profile
• If Standing and Active, the fighter moves 2D6" in a runs Out of Ammo, the other can still fire unless it has
random direction, determined by the Scatter dice. also run Out of Ammo.
The fighter will stop moving if this movement would
bring them within 1" of an enemy fighter or into base CONCUSSION
contact with impassable terrain. If this movement Any fighter hit by a Concussion weapon will have their
brings them within ½" of the edge of a level or Initiative reduced by 2, to a minimum of 6+, until the
platform, they risk falling. If this movement takes the end of the round. Any vehicle hit by a Concussion
fighter beyond the edge of a level or platform, they will weapon will suffer a negative -2 penalty to all
simply fall. At the end of this move, the fighter may Handling checks.
choose to become Prone and Pinned. The fighter may
then attempt to put the fire out. DEMOLITIONS
• If Standing and Engaged or Prone and Seriously Grenades with the Demolitions trait can be used
Injured, the fighter does not move and attempts to put when making close combat attacks against scenery
the fire out. targets (such as locked doors or scenario objectives).
A fighter who uses a grenade in this way makes one
To attempt to put the fire out, roll a D6, adding 1 to attack (regardless of how many Attack dice they would
the result for each other Active friendly fighter within normally roll), which hits automatically.
1". On a roll of 6 or more, the flames go out and the
Blaze condition is removed. Pinned or Seriously Injured DISARM
fighters add 2 to the roll to see if the flames go out. 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
Weapon Traits that round – they make unarmed attacks instead.
ENTANGLE GRENADE
Hits scored by weapons with the Entangle trait cannot Despite being Wargear, grenades are treated as a
be negated by the Parry trait. In addition, if the hit roll special type of ranged weapon. A fighter equipped
for an Entangle weapon is a natural 6, any Reaction with grenades can throw one as a Shoot (Basic)
attacks made by the target have an additional -2 action. Grenades do not have a Short range, and their
hit modifier. Long range is determined by multiplying the fighter’s
Strength by the amount shown.
FEAR
If this attack would result in an Injury roll being made A fighter can only carry a limited number of grenades.
for any reason, no Injury roll is made and instead, the The Firepower dice does not need to be rolled when
opposing player makes a Nerve test for the target, attacking with a grenade. Instead, after the attack
subtracting 2 from the result. If the test fails, the target has been resolved, it is assumed that the Ammo
is immediately Broken and runs for cover. symbol has been rolled and an Ammo check is made
automatically. If this is failed, grenades cannot be
FLASH reloaded; the fighter has run out of that type of
If a model is hit by a weapon with the Flash trait, no grenade and cannot use them for the remainder of
wound roll is made. Instead, if the target is a fighter, the battle.
they must make an Initiative check, and if they are a
vehicle, they must make a Handling check. If the check KNOCKBACK
is failed, they become subject to the Blind condition. When a weapon with the Knockback trait hits a fighter,
A Blind model loses their Ready marker; if they do not if the hit roll is equal to or higher than the target’s
have a Ready marker, they do not gain a Ready marker Strength, they are immediately moved 1" directly away
at the start of the following round. Until the next time from the attacking model. If the fighter cannot be
the model is activated, they cannot make any attacks moved the full 1" because of impassable terrain or
other than Reaction attacks, for which any hit rolls will another model, they move as far as possible and the
only succeed on a natural 6. attack’s Damage is increased by 1. If a Blast weapon
has the Knockback trait, roll a D6 for each fighter
GAS that is hit. If the result is equal to or higher than their
When a fighter is hit by an attack made by a weapon Strength, they are knocked back as described above –
with the Gas trait, they are not Pinned and a wound roll however, they are moved directly away from the centre
is not made. Instead, roll a D6. If the result is equal to of the Blast marker instead. If the centre of the Blast
or higher than the target’s Toughness, or is a natural marker was over the centre of their base, roll a Scatter
6, make an Injury roll for them (regardless of their dice to determine which way they are moved. If a Melee
Wounds characteristic). Otherwise, they shrug off the weapon has the Knockback trait, the attacking fighter
effects of the gas. No save roll can be made against a can choose to follow the target up, moving directly
weapon with this Trait. towards them after they have been knocked back to
remain in base contact. If the attack was made across
When a vehicle is hit by an attack made by a weapon a barricade, the attacker cannot do this. If any part of
with the Gas trait, a wound roll is not made. Instead, the knocked back fighter’s base crosses the edge of a
roll a D6. If the result is equal to or higher than the platform, make an Initiative check. If this is failed, they
target’s rear Toughness, or is a natural 6, they suffer will fall. If this is passed, they stop moving at the edge
a Driver Wounded result on the Crew Damage table. If of the platform.
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.
LANCE PULVERISE
While subjected to the Mounted condition, increase After making an Injury roll for an attack made by this
the Strength characteristic of this weapon by 1 for weapon, the attacking player can roll a D6. If the result
any attacks made as part of a Drive By or a Charge is equal to or higher than the target’s Toughness, or
(Double) action. is a natural 6, they can change one Injury dice from
a Flesh Wound result to a Serious Injury result, or if
LANCE-BOMB targeting a vehicle roll an additional Damage dice.
The first successful hit scored by this weapon
each battle is resolved using the Primed profile, all RAPID FIRE (X)
subsequent hits are resolved using the Spent profile. When firing with a Rapid Fire weapon, a successful
hit roll scores a number of hits equal to the number
LIMITED of bullet holes on the Firepower dice. In addition, the
This special rule is applied to some special ammo controlling player can roll more than one Firepower
types which can be purchased for weapons. If a dice, up to the number shown in brackets (for example,
weapon fails an Ammo check while using Limited when firing a Rapid Fire (2) weapon, up to two
ammo, they have run out – that ammo type is deleted Firepower dice can be rolled). Make an Ammo check
from their Fighter or Vehicle card, and cannot be used for each Ammo symbol that is rolled. If any of them fail,
again until more of that special ammo is purchased the gun runs Out of Ammo. If two or more of them fail,
from the Trading Post. This is in addition to the the gun has jammed and cannot be used for the rest
normal rules for the weapon running Out of Ammo. of the battle.
The weapon can still be reloaded as normal, using its
remaining profile(s). If a Rapid Fire weapon scores more than one hit,
the hits can be split between multiple targets. The
MELEE first must be allocated to the original target, but the
This weapon can be used during close combat attacks. remainder can be allocated to other models within 3"
of the first who are also within range and line of sight.
PARRY These must not be any harder to hit than the original
After an enemy makes close combat attacks against target – if a target in the open is hit, an obscured
a fighter armed with a Parry weapon, the fighter can target cannot have hits allocated to it. Allocate all of
force the attacking player to re-roll one successful hit. the hits before making any wound rolls.
If the fighter is armed with two Parry weapons, they
can force the attacking player to re-roll two successful RENDING
hits instead. If the roll to wound with a Rending weapon is a 6, then
the attack causes 1 extra point of Damage if the target
PLENTIFUL is a fighter; or rolls an extra Damage dice if the target
Ammunition for this weapon is incredibly common. is a vehicle.
When reloading it, no Ammo check is required – it is
automatically reloaded.
SCARCE SIDEARM
Ammunition is hard to come by for Scarce weapons, Weapons with this Trait can be used to make ranged
and as such they cannot be reloaded – once they attacks, and can also be used in close combat to make
run Out of Ammo, they cannot be used again during a single attack. Note that their Accuracy bonus only
the battle. applies when making a ranged attack, not when used
to make a close combat attack.
SCATTERSHOT
When a target is hit by a Scattershot attack, make D6 SILENT
wound rolls instead of 1. In scenarios that use the Sneak Attack special rules,
there is no test to see whether the alarm is raised
SEISMIC when this weapon is fired. Additionally, if using the
If a fighter hit by a weapon with this Trait is Standing Pitch Black rules, a model using this weapon that is
and Active, they will always become Prone and Pinned Hidden does not become Revealed.
– even if they have an ability that would normally
allow them to avoid being Pinned by ranged attacks. SMOKE
If a vehicle is hit by a weapon with this Trait, after the Smoke weapons do not cause hits on models – they do
attack has been fully resolved the vehicle must make a not cause Pinning, and cannot inflict wounds. Instead,
Loss of Control test. mark the location where they hit with a marker. They
generate an area of dense smoke, which extends 2.5"
In addition, if the wound roll for a Seismic weapon out from the centre of the marker, vertically as well
is a natural 6, no save roll can be made against as horizontally. Models can move through the smoke,
that attack. but it blocks line of sight, so attacks cannot be made
into, out of or through it. In the End phase, roll a D6.
SEVER On a 4 or less, the cloud dissipates and the marker
If a wound roll from a weapon with this Trait reduces a is removed.
fighter to 0 wounds, no Injury dice are rolled – instead,
any Injury dice that would be rolled cause an automatic TEMPLATE
Out of Action result. Template weapons use the Flame template to
determine how many targets they hit, as described in
SHOCK the Necromunda Rulebook.
If the hit roll for a Shock weapon is a natural 6, the
wound roll is considered to automatically succeed (no UNSTABLE
wound roll needs to be made). 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; if the attacker is a fighter they are taken Out
of Action, if the weapon is mounted on a vehicle the
vehicle suffers a Catastrophic Hit to the body and the
weapon cannot be used again for the rest of the battle.
The attack is still resolved against the target.
UNWIELDY WEB
A Shoot action made with this weapon counts as If the wound roll for a Web attack against a fighter is
a Double action as opposed to a Basic action. In successful, no wound is inflicted, and no save roll or
addition, a fighter who uses a weapon with both the Injury roll is made. Instead, the target automatically
Unwieldy and Melee traits in close combat cannot use becomes Webbed. Treat the fighter as if they were
a second weapon at the same time – this one requires Seriously Injured and roll for Recovery for them
both hands to use. during the End phase (Web contains a powerful
sedative capable of rendering the strongest fighter
VERSATILE unconscious). If a Flesh Wound result is rolled during
The wielder of a Versatile weapon does not need to Recovery, apply the result to the fighter as usual and
be in base contact with an enemy model in order to remove the Webbed condition. If a Serious Injury is
Engage them in melee during their activation. They rolled, the fighter remains Webbed. If an Out of Action
may Engage and make close combat attacks against is rolled, the fighter succumbs to the powerful sedative
an enemy model during their activation, so long as the and is removed from play, automatically suffering a
distance between their base and that of the enemy result of 12-26 Out Cold on the Lasting Injuries table.
model is equal to or less than the distance shown for
the Versatile weapon’s Long range characteristic. For A fighter that is Webbed at the end of the battle does
example, a fighter armed with a Versatile weapon with not succumb to their Injuries and will automatically
a Long range of 2" may Engage an enemy model that is recover. However, during the Wrap-up, when rolling
up to 2" away. to determine if any enemy fighters are Captured at
the end of the battle, add +1 to the dice roll for each
The enemy model is considered to be Engaged, but enemy fighter currently Webbed and include them
may not in turn be Engaging the fighter armed with among any eligible to be Captured.
the Versatile weapon unless they too are armed with
a Versatile weapon, and so may not be able to make Vehicles are unaffected by weapons with the Web trait.
Reaction attacks.

At all other times other than during this fighter’s


activation, Versatile has no effect.

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