The Aranthian Succession - Vaults of Temenos
The Aranthian Succession - Vaults of Temenos
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The Aranthian Succession: Vaults of Temenos
***
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.
“Show me.”
***
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.
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.
“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?”
“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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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:
TENETS
A gang that is pledged to Saint Glurg must follow
these Tenets in battle:
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.
• 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.
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:
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.
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.
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: 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.
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.
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.
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.”
In this scenario, one gang is trying to protect a Ridgehauler from a sudden attack.
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.
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.
In this scenario, a force is trying to subdue an outpost and crush the rebels within.
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.
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!”
In this scenario, a gang takes advantage of an ash storm to attack a settlement in the wastes.
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 this scenario, a small group takes advantage of an isolated fighter to try to score a quick kill.
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.
In this scenario, two gangs race to be the first to reach the end of a tunnel network.
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.”
In this scenario, a gang tries to rescue one of their own from captivity.
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.
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.
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.
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:
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.
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:
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.
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.
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.
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+
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:
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.
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
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.
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:
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.
• 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.
ENGINE UPGRADES
• Easy turnover .................................................5 credits
• Engine shell .................................................15 credits
• Nitro burner..................................................15 credits
• Smoke vents ................................................25 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):
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
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.
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:
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.
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.
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.
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.
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.
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+ -
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.
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.