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The Redemption: Those Crazed Fanatics Return To The Underhive
The Redemption: Those Crazed Fanatics Return To The Underhive
SPECIAL RULES
The following special rules apply to Redemptionist gangs.
Recruitment
Unlike most other gangs there is a distinct choice to be made
when you start collecting Redemptionists. This is the choice
between whether your gang is going to start as a Mob made up
of the faith crazed masses, or whether it is going to be a Crusade
lead by the priesthood of the Redemption.
Mob or Crusade If you do not include a redemption priest to
lead you gang it is a Mob. If you do include a Priest the gang is a
Crusade.
CAMPAIGN CASUALTIES AND RECRUITMENT Fear the Witch, Burn the Mutant, Purge the Unclean
If a Mob gang later recruits a Priest it becomes a Crusade and all If a Redemptionist Gang is facing an opponent that includes a
of the rules for crusades immediately apply to them. Wyrd, Mutants (Scallies do count as Mutants), Ghouls, or
Zombies they may re-take any Bottle test that they have to make.
If a gang has does not have a the correct proportion of each type
of gang member, because of casualties, they must recruit until The entire gang is also affected by Hatred when facing opponent
the correct balance is restored: In a Mob, for example, if there is that includes a Wyrd, Mutants (Scallies do count as Mutants),
not a Devotee for every Crusader or Zealot you can only recruit Ghouls, or Zombies. Note that Hatred does not affect the
Devotees until there is at least one Devotee for every Crusader or Leadership used to take Bottle tests for the gang.
Zealot. If a Crusade does not have a Devotee or Crusader for Hired Guns
every Priest, Deacon or Zealot only Devotees and Crusaders can Redemptionists shun all those who do not share their holy work.
be recruited until this ratio is restored. A redemptionist may never use hired guns of any kind unless it
The Death of a Priest is specifically specified in the Hired Guns rules.
If the Priest leading a Crusade is killed the Deacon with the Bounty
Highest Leadership immediately becomes a Priest and all of the Redemptionists are considered dangerous and destructive
Special rules for Priests apply to him. If a Priest is killed and there fanatics and so the Guild will pay a bounty equal to the
are no Deacons in the Crusade the gang immediately becomes a experience of any redemptionist killed or captured and turned in
Mob and all of the rules for Mobs apply to it. by a House gang.
Income and Territory Capture
Redemptionists have no territory and do not gain income in the If a redemptionist is captured by another gang the
same way as other gangs. Redemptionists gather supplies and redemptionists may only attempt a Rescue mission. They may
donations from the faithful who dwell amidst the Underhive. not pay a ransom or exchange prisoners.
This and the fact that the only needs of a Redemptionist are
enough food to stave off starvation, and bullets for the sacred Members of other gangs who are captured by redemptionists are
guns, make it easier for a gang to be sustained on the donations automatically burned for their sins (along with all their
of the faithful. equipment) unless they are rescued. If a gang includes a Priest
they may attempt to convert the captive to the Redemption (see
• A Redemptionist gang gains D3 multiplied by the number of the Priest special rules). If this fails the captive and all his
members in the gang. This is not looked up on the income equipment will be burned.
table - it simply goes straight into the gang's stash.
Note: Brethren The faithful throng of the Redemption are
• The presence of a Priest adds +1 to the roll. divided into Devotees and Crusaders these are collectively
• If the gang ever captures a territory they do not gain any of referred to as Brethren if you buy brethren you get models to
the normal benefits from it. Each captured territory simply represent both.
adds +1 to the D3 rolled for income in the post game
sequence of the game in which it was captured. After this it
has no additional effect.
• If a Redemptionist gang would normally loose a territory to
an opponent (in scenarios like Gang Fight) they do not gain
any income in the post game sequence of that game and may
not make any rolls on the rare trade chart. The gang that
would have gained the territory gains a random new
territory from the territory table on pages 102 and 103 of the
Underhive rulebook.
• If a Redemptionist gang would not be able to gather income
from a territory they have a -1 modifier to the D3 they roll to
determine their income after that game.
Weapons, Equipment and Trading
Redemptionists use the standard trading chart from pages 104 to
107 of the Necromunda Underhive book. If a Redemptionist
gang is outlawed it will still use the standard trading chart.
Redemptionists gangs can only buy additional equipment from
the Redemptionist weapon lists and may not acquire or use
weapons which are not on this list. The exceptions to this rule
one in a million versions of these weapons and power weapons.
Rare trade grenades (smoke, plasma etc) can be used by Priests,
Deacons and Crusaders. They may use the Trade chart but are
only ever offered D3 items. Redemptionist gangs may recruit
extra members after each game.
The Gathering of the Redeemed
The death of the faithful only serves to fuel the belief of the
devout and may attract new Devotees to join a gang. So as
redemptionists fall others take their place. After a game in which
a Redemptionist of any type dies (11-16 on the serious injury
chart) roll a D6 for each member of the gang who died. On a 4+
the gang gains a Devotee armed with a knife for free. Additional
equipment may be given to the new Devotee using the gangs
stash or income.
0-1 PRIEST – 160 CREDS hideouts that allow the Redemption to exist. They are the glue
Redemptor Priests are the heart of the Redemption. Full that holds the Redemption together, and ready to be lead to
members of the ruling Priesthood of the Redemption they purity by the Redemptor Priests. Utterly loyal the deacons have
command fear and awe from their followers. Skilled warriors and access to the best weapons the priesthood can supply.
orators the presence of a Redemptor Priest is enough to fuel fires Profile M WS BS S T W I A Ld
of violent hatred that can lay waste to settlements and bond
together the followers of the Redemption into a cohesive crusade Deacon 4 3 3 3 3 1 3 1 7
bent on cleansing the Underhive of sin and corruption.
Weapons: Deacons may be given any equipment chosen from
the priesthood section of the Redemptionist weapon list and may
Profile M WS BS S T W I A Ld
take items from the Ammo, Grenades and Modifications list.
Priest 4 4 4 3 3 1 4 1 8
Special Rules
Weapons: A priest may be given any equipment chosen from the Recruitment – Crusade: You may only include Deacons if you
Priesthood section of the Redemptionist weapon list and may have a Priest leading the gang. You must also have one Crusader
take items from the Ammo, Grenades and Modifications list. or Devotee for every Deacon you have in the gang.
Special Rules CRUSADERS – 50 CREDS
Recruitment – Crusade: If a Redemptionist gang includes a Crusaders are members of the cult of the Redemption who have
Priest it becomes a Crusade and may include Deacons amongst taken the crusader vow and been marked by the white hot brand
its number and must have a Crusader or Devotee for every Priest, as those who have devoted themselves to cleansing the
Deacon and Zealot. Underhive. Proven warriors crusaders are the dangerous, violent
Leadership: A priest of the Redemption demands absolute heart of a Redemptionist gangs.
obedience from his flock and inspires awe and fear amongst
Profile M WS BS S T W I A Ld
those who follow them. Redemptionists within 6” of the Priest
may use his Leadership value when they take Leadership tests. Crusaders 4 3 3 3 3 1 3 1 7
Pinning: A Redemption Priest may always attempt to recover Weapons: Crusaders may be given any equipment chosen from
from pinning even if the does not have a member of his gang the Devotee and Crusader section of the Redemptionist weapon
within 2” of him. list and may take items from the Ammo, Grenades and
Modifications list. Note only Crusaders may take basic weapons
Redeemer: If a Crusade captures a member of another gang the
from this list.
Priest may attempt to convert them to the Redemptionist cause.
The redemptionist player rolls 2D6 and adds the Priest's Special Rules
Leadership value to the score. The player of the captured gang Recruitment: If the gang is lead by a Priest you may have any
member rolls 2D6 and adds the gang member's Leadership to the number of Crusaders. If you do not have a Priest leading the gang
score. If the Priest's score is higher than the captive's they you may only have one Crusader for each Devotee you have in
become a convert. If the prisoner's score is higher than the the gang.
priest's they refuse to convert and they, and their equipment are
burnt. DEVOTEES – 25 CREDS
Devotees are followers of the Redemptionist creed. They may be
A priest may not attempt to convert scavies, mutants or wyrds or drawn from any walks of life. From iron workers to vermin
spyers but may attempt to convert ratskins. hunters, these men and women make up the vast majority of
If a priest is converts a prisoner copy his characteristics, skills, followers of the redemptionist creed. Made up of those of many
experience and injuries etc over to the Redemptionist roster. All ages and dispositions devotees have been touched by the need to
of the convert's weapons and equipment are burned and repent and redeem themselves by making war on the impure and
destroyed (tainted instruments of sin that they are). The convert corrupt. Drawn to the words of a Priest or gathered together by
is reequipped from the Redemptionist's Stash and/or new their shared fury, devotees make up the violent masses of the
weaponry bought from the Crusader and Devotee Weapon List. Redemption.
The convert must be represented by a Redemptionist model. The
Profile M WS BS S T W I A Ld
convert counts as a Crusader and use may only gain skills as a
crusader from now on. Devotees 4 2 2 3 3 1 3 1 6
Inspire: The mere presence of a Priest is enough to exalt his Weapons: Devotees may be given any equipment chosen from
followers to incredible efforts. If a Priest is present on the table the Devotee and Crusader section of the Redemptionist weapon
(even if they are Down or Pinned) they may use one of the list. Devotees may not take items from the Ammo, Grenades and
following abilities in their turn. They may only use one each turn Modifications list. Note only Crusaders may take basic weapons
but may use the same inspiration several times over the course of from this list.
a game. In order to use any of these inspirations the
Redemptionist player merely has to declare that they are doing ZEALOTS – 60 CREDS
so: Zealots are crazed fanatics who are consumed by righteous
hatred. Redemptionists believe that zealots have been touched
• Tenacious: A model that is pinned and more than 2” from a by holy fury that has raised them up to become scared avatars of
fellow gang member may attempt to recover from pinning. hatred that exist only to bring purification and death.
Alternatively a pinned model within 2” of a fellow gang
member may automatically recover from pinning. Profile M WS BS S T W I A Ld
• Fearless: A model that fails a Leadership test (not a bottle Zealots 4 3 3 3 3 1 3 1 7
test) may re-take the test immediately.
Weapons: Zealots may only have one of the combinations from
• Indomitable: A model may re-roll its Recovery test, though the Zealot weapon list and may only take an exterminator from
the second result must stand even if it is worse than the the Ammo, Grenades and Modifications list.
original result.
Special Rules
DEACONS – 60 CREDS Frenzy: Zealots are subject to the rules for Frenzy. This overrides
Deacons are those members of the Priesthood who attend to the all rules for Hatred unless the Zealot's frenzy is kept under
secular affairs of the Redemption: Gathering the faithful to the control by passing a Leadership test at the start of the turn.
words of Priests, maintaining the network of supporters and
REDEMPTIONIST WEAPON LISTS Experience Advance Table
The Priesthood Exp Points Title Notes
0-5 Redeemed Starting level for Devotees
Priesthood Hand to Hand Weapons 6-10 Redeemed
Club, Maul, or Bludgeon 10 creds 11-15 Redeemed
Double handed weapon* 15 creds
16-20 Redeemed
Sword 10 creds
21-30 Redeemed Brother Starting Level for Crusaders
Chainsword* 25 creds
31-40 Redeemed Brother and Zealots
Chain, Whip, or Flail 10 creds
41-50 Redeemed Brother
Knife 1st free, 5 creds per additional knife
51-60 Redeemed Brother
Priesthood Pistols 61-80 Exalted Brother Starting Level for Priests
Hand Flamer 20 creds 81-100 Exalted Brother and Deacons
Auto pistol 15 creds 101-120 Exalted Brother
Bolt Pistol 25 creds 121-140 Exalted Brother
Las Pistol 15 creds 141-160 Exalted Brother
Stubber 10 creds 161-180 Exalted Brother
Priesthood Basic Weapons* 181-200 Exalted Brother
Lasgun 25 creds 201-240 Redeemer
Autogun 20 creds 241-280 Redeemer
Shotgun 20 creds 281-320 Redeemer
Boltgun 35 creds 321-360 Redeemer
361-400 Redeemer
Priesthood Special Weapons 401+ High Redeemer Anyone that reaches this
Flamer 40 creds level may not improve any
Meltagun 95 creds. further.
Devotees and Crusaders
Advances
Devotee and Crusader Close Combat Weapons Redemptionists use the normal Gang Advance roll table. The
Club, Maul, or Bludgeon 10 creds only difference is that Redemptionists have a maximum
Double handed weapon* 15 creds Leadership of 10, not 9 as is the case for most other gangs.
Chain, Whip, or Flail 10 creds
Knife 1st free, 5 creds per additional knife. Skill Types Available
Devotee: Ferocity
Devotee and Crusader Pistols Crusader: Combat, Ferocity, Shooting
Autopistol 15 creds Zealot: Combat, Ferocity
Stubber 10 creds Deacon: Combat, Ferocity, Shooting, Techno
Priest: Agility, Combat, Ferocity, Muscle, Shooting, Techno
Crusader Basic Weapons* (Crusaders only)
Note: If a member of your gang gets the Specialist skill he would
Autogun 20 creds
gain access to the Priest Basic and Special Weapon Lists
Shotgun (with solid and scatter shells) 20 creds
Zealot Weapons WEAPONS OF THE REDEMPTION
2 Flails, Whips of Chains (scourge) 20 creds Eviscerator
Double handed weapon* (executioner) 15 creds The eviscerator is a huge double handed chain sword favoured
Evisterator * (fury) 30 creds by the zealots of the Redemption. An eviscerator's double set of
2 Knives (purifier) 5 creds contra rotating teeth can rip through even the toughest mutant
hide and bone, tearing an enemy to pieces with a single blow.
Ammo, Grenades and Weapon Modifications The size and weight of the weapon mean that it can only be
Frag grenades 30 creds wielded in both hands and even then the wielder is limited to
Krak grenades 50 creds making wide swings and heavy, overhead cuts with it.
Dum dum rounds for stub gun 5 creds
Hot shot shotgun shells 5 creds Special Rules
Bolt shotgun shells 15 creds The Eviscerator is so heavy and dangerous that it is impossible to
Manstopper shot gun shells 5 creds parry. However, the eviscerator does not encourage a very
Exterminator 15 creds. elegant fighting style and so in the case of a draw the model with
(May only be attached to weapons marked with a *) Eviscerator will automatically lose and suffer 1 hit regardless of
the combatants Initiative scores.
REDEMPTIONIST EXPERIENCE
Range Strength Damage Save Mod.
Starting Experience
CC As user+3 D3 -3
The starting experience for members of a Redemptionist gang is
Special Rule: May not be parried.
as follows:
Exterminator
Devotee 0
An exterminator is not really a weapon as such. It is nozzle
Crusader 20+D6
attached to a small canister of fuel. This is attached to a larger
Zealot 20+D6
weapon such as an autogun, great sword, or eviscerator, giving
Deacon 60+D6
the wielder a single shot flamer to use at close quarters.
Priest 60+D6
Using an Exterminator An Exterminator may only be attached
Devotee to Crusader
to those weapons specified in the Redemptionist Weapon lists.
When a devotee gains 21+ experience they may become a
During the shooting phase a model can fire its Exterminator. It
Crusader and therefore access the skills and equipment allowed
may not fire any other weapon.
to Crusaders. In a gang led by Priest a Devotee automatically
becomes a Crusader when they reach 21 experience points. In a Flamer: The effects of an exterminator are exactly the same as
gang that is not led by a Priest a devotee may only become a those of a flamer.
crusader if this will not cause there to be more Crusaders and
Zealots than Devotees. If at a later time the promotion of the One Shot Weapon: An exterminator may only be fired once per
devotee will not affect the required ratio of Devotee's to other game.
gang members, then the devotee will become a Crusader.
FAQ food to the gangs. This approach also seemed sensible given the
Q: Do you have to feed your Redemptionist gang like normal presence and background for House Cawdor who are famously
outlawed gangs from the income gathered (2 creds per ganger) extreme in their faith to the Redemption but are still an industrial
or do you just get the Income directly to spend? house of Necromunda, meaning that they must trade with non
redemptionists, own property and be concerned with the
A: The rules as written do not intend you to use the Outlaw fortunes of the house as well as their faith. They, as well as the
Foraging and Starvation rules. You get the income to spend many faithful, are the face behind the mask – the infrastructure
without deducting for food for your gang members. An average that allows the crusades to exist and survive.
per game income is 30.
Developing the faceless supporters of the Redemption let me
Q: Can I only buy three weapons, new gang members or rare also develop the role of the deacons. Ever since Outlanders the
trade items? Deacons have been the coordinators and logisticians of the
A: A Redemptionist gang can buy as many new weapons, gang Redemption, and now they would have clear context in which
members and pieces of equipment as he can afford. A they would be the linchpin of the Redemptionists, fiery speeches
Redemptionists priest however is only ever offered D3 items of are all very well but you always need fuel for the flamers and
rare trade and this cannot be increased by sending other gang somewhere to pray after a battle!
members with him to trade. One List Two Masks
Q: Zealots description talks about frenzy overriding hatred, but Having pinned downed the overall concept I had to turn to the
the hatred inspiring rules have been removed in this version. rules. Right from the start I realised that the Redemption is
Mistakenly copied, or is hatred rules left out in error? actually a single list that must support two gangs – the hard-core
priest led crusades and the frenzied horde of the fanatics. The
A: The rules for inspiring hatred have been removed but a precedent for this had been set by Matt Keefe in the version of
zealot's frenzy overrides the hatred that results from the gang the Redemptionists that appeared in Necromunda Magazine and
fighting a gang that contains wyrds, mutants, ghouls or I was very keen on keeping that innovation.
zombies, or hatred that is caused in any other way.
Having decided to allow two very different types of gangs to be
Q: I'd like to know if the Priest "Inspirations" can only be used on create from one list the question was how to do this? Based on
one model per turn? the background I decided to split the list based on a divisions
A: A Priest may use a single inspiration pre turn and each between those that lead and those that follow and so making the
inspiration only affects a single model. crucial difference being whether or not you had a Priest to lead
you gang. This left a problem, most gangs in Necromunda are
DESIGNER’S NOTES based around having a leader who has higher leadership and
Filled with excitement and a few nerves I said yes when Andy abilities that allow a gang to hang in the fight for longer. Taking
asked me to write some designer's notes for the release of the this away meant that only the large bottle threshold of a mob
Redemptionists. Whether you agree with the decisions made or would keep it on the table. So I decided to give them a bonus
not I hope you enjoy this little peak behind the mask of the based on how many models where still on the table and to make
redemption! the mob automatically bottle once it got too small.
The Faces Behind The Masks Having resolved the issue of a leaderless gang I ran straight into
The Redemption is more than a group of maniacs. They are an another – income. Originally just about everything in the
accepted cult who has many adherents in all walks of life and at Outlander rulebook were outlaws and so suffered from
all social levels. Intolerant, extreme and brutal in their beliefs but starvation. Then came the new version of the outlaw rules and
not all of those who follow the redemption head down hive with with that the fact that Redemptionists were now not default
a flamer. The inevitable conclusion of the Redemptionist creed is outlaws but could become outlaws. I decided therefore to give
the fiery destruction and grinding chain blades of the Zealots. them a simple and fast system that would give a gang an income
How then, do these two positions fit together? My feeling was roughly equivalent to if they had scavenged and then paid for
that all Redemptionists, even those who move within the normal food. This would mean that there would be little complication
world support the actions of the violent Redemptionist gangs with just removing the income system and replacing it with
who reeve through the Underhive. Though they may not have either starvation conditions or any special income rules that a
the courage to take up arms themselves the followers of the campaign arbiter wanted to use. After all, if people did not like
Redemptionist give alms, supply weapons, provide shelter and it, then it would be easy to replace without ripping out the entire
structure of the gang.
ABOUT THE AUTHOR
John is a hobby specialist who captains the phone guys in UK Direct. When not talking to hobbyists John likes to play Necromunda, he's
also on the Necromunda Rules Committee.