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HOUSE LEGACY

The following rulebook is a fan-made project and is heavily based upon multiple publications
made by Games Workshop (Necromunda Underhive, Necromunda Rulebook 2018,
Necromunda Gangs of the Underhive). It is 100% unofficial, not for commercial use and in no
way endorsed by Games Workshop.

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INTRODUCTION
The following series of books is a heavily reworked compilation of rules for playing
Necromunda:

 «Main Rulebook» contains basic ruleset which is needed when gangs are battling each
other.

 «House Legacy» contains information needed when starting a gang and purchasing
weapons and equipment for its fighters.

 «Campaign Rulebook» contains all information about organization of a campaign –


which is a series of skirmish battles between campaign participants. Between battles
players purchase equipment and choose advances for fighters, as they get more
experienced.

I want to thank members of «Hive Piterus» community as well as community of Yaktribe site
for inspiration, advice and support.

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CONTENTS
FOUNDING A GANG ......................................................................................................... 4
MANTAINING A GANG ..................................................................................................... 6
GENERAL SPECIAL RULES .................................................................................................. 7
STASH AND MANTAINING GANG EQUIPMENT ................................................................... 8
GANGS OF HOUSE CAWDOR ............................................................................................ 9
GANGS OF HOUSE GOLIATH ........................................................................................... 16
GANGS OF HOUSE VAN SAAR......................................................................................... 22
GANGS OF HOUSE ESCHER ............................................................................................. 34
GANGS OF HOUSE DELAQUE .......................................................................................... 40
PALANITE ENFORCERS .................................................................................................... 46
TRADING POST ............................................................................................................... 54
WEAPON TRAITS ............................................................................................................ 69
SKILL TABLES .................................................................................................................. 79
UNIQUE SKILL TABLES ..................................................................................................... 88

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FOUNDING A GANG
When founding a Necromunda gang, player has to decide which House their gang is drawn
from. Some forces on Necromunda can’t be described as «gangs», for example squads of
Enforcers. However for convenience rules still refer to them as gangs; their fighters are
referred to as juves, gangers, champions and leaders.

The next step is to purchase fighters, their weapons and equipment using starting budget,
which is 1500 credits. Starting budget may be changed by an arbitrator or if all players agree
on it. Rules here are the only rules needed for skirmish games, rules regarding maintaining a
gang and stash are for campaign.

All gangs have to follow these rules when they are founded:

 There must be one Leader.

 The total number of Leaders and Champions in the gang cannot exceed half of the
total number of all fighters in the gang (rounded up).

 For every Juve there has to be a Ganger.

 Fighters can have up to three weapons and any amount of wargear. All fighters must
have armour and at least a single weapon. Fighters may only purchase weapons and
wargear that are allowed in their profile.

 The gang can have no more than two Champions at the start.

 One fighter may become a Specialist at the start. He still counts as a Ganger for gang
composition and rules interactions, but may also equip weapons with trait «Prestige»,
as well as «Special» weapons type.

 During gang foundation weapons, armour and wargear can be purchased only from
their starting weapon list.

 Every Leader and Champion may take one of their Primary skills at the start. A fighter
cannot select a Primary skill that is already taken by other fighter in their gang,
however they may randomly generate any Primary skill, including those which are
already taken (generation of Primary and Secondary skills is explained in «Skills»).
Alternatively, they may randomly generate a Secondary skill and gain D3 XP. Skills may
be generated before purchasing weapons and wargear.

 Up to 100 unspent starting credits may be put into the gang’s Stash and the rest of
unspent credits are gone. Stash is used in campaign play, so a player should try to
spend all starting credits when making a gang for skirmish play.

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Any Leader or Champion may increase their characteristics by purchasing following starting
advances:

 WS for 10 credits (but no better than 3+)

 BS for 30 credits (but no better than 3+)

 A for 15 credits (but no more than 2 attacks)

Costs of all fighters taking part in a scenario, as well as costs of their weapons and equipment
form a squad rating. Difference between squad ratings provides gang with less squad rating
with boons.

Some weapon accessories have a cost listed in percentage. In order to calculate the real cost,
take a percentage of original cost of a weapon the weapon accessory is fitted onto and round
it to the nearest number divided by 5. Resulting cost may not be lower than minimal cost
shown in brackets.

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MANTAINING A GANG

During a campaign, all gangs continue to follow the rules of Starting gang composition as
new fighters are added to the gang. Additionally, the following rules apply:

 Leader may not be retired. If a Leader was killed, player chooses a Champion with
highest Leadership characteristic and he becomes Leader. If there are no Champions,
player has to choose from Specialists and then Gangers prioritizing fighters with
highest Leadership. In case if there are multiple fighters of a required type with
highest Leadership, player has to choose one of them to become a Leader. When
fighter becomes a Leader, they gain all special rules that a Leader of their gang has,
but their characteristics stay the same. If a player can’t appoint a new Leader, the
gang is disbanded.

 Fighters cannot be hired if that would break any rules of starting gang composition.

 Gang may hire an additional Champion above starting limit of 2 for every 10
Reputation the gang has.

 If a gang stops matching rules of starting gang composition due to fighters getting
killed, captured or retired, the player does not have to fire fighters to correct the
imbalance. However, they can only hire fighters who are needed to match rules of
starting gang composition. For example, if there are more juves than gangers due to
multiple deaths of gangers, the player may not hire additional juves until there are
sufficient amount of gangers in the gang.

 If gang has no specialists left, controlling player may select one ganger and promote
them to a specialist.

 Captured fighters still count as a part of a gang regarding composition, until they are
sold or rescued.

Gang starts with 1 reputation and may not ever go below 1 reputation. Reputation can be
gained or lost at the end of scenario’s resolution. When simultaneously gaining and losing
reputation, first add and then subtract reputation.

Gang rating is a total cost of all fighters in the gang, as well as their equipment and generally
shows a gang’s power level. Fighting a gang with higher gang rating provides boons.

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GENERAL SPECIAL RULES
Some fighters have special rules in their profiles. Most of them are common amongst all
gangs.

When a fighter with this special rule is activated, their controlling player can choose to
activate a number of additional Ready friendly fighters equal to the number shown in bracket
that are within 3" of this fighter as part of a Group activation. Participants of Group
activation may not initiate more Group activations.

When a fighter with this special rule successfully passes a Cool check when fighters are
fleeing the battlefield, all fighters from their gang automatically pass Cool check as long as
they are within distance shown in bracket.

This fighter is nothing more but a cannon fodder to their fellow gangers and their injury or
death are a common sight. This fighter does not cause a Nerve test when seriously injured or
becoming Out of Action to fighters without this special rule.

This fighter learns fast. Whenever this fighter gains an experience point, they gain two
instead.

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STASH AND MANTAINING GANG EQUIPMENT
During the course of the campaign, gangs may gain new equipment, either by purchasing it
from their weapon list, trading post or gaining it as rewards. These items are added to the
gang’s Stash and may be distributed among fighters during any Post-battle sequence.

A gang’s storage for equipment, weaponry and credits. Discarded and bought items are
added to the stash. Items in stash are not taken into account when calculating a gang’s
rating. Fighters may be equipped with items from stash during post-battle sequence.

 A fighter without armour and at least a single weapon cannot take part in a battle –
even most reckless scum knows better than to go into the fight unarmed. Exclude such
fighters if a scenario requires to randomly determine a deployed fighter.

 Normally fighters cannot discard their weapons and wargear – gangers get quite
attached to their stuff. However, equipment with «Situational» trait may be discarded
during post-battle sequence. Weapons and wargear may be discarded whenever
fighter spends experience to get advancement. Fighters who are retired or killed
discard all of their equipment and weapons.

 Leader and Champions enjoy the privilege of rank may have different «sets» of
equipment, represented by multiple fighter cards, each having no more than three
weapons. If a scenario demands fighters to be selected randomly, only one of this
fighter’s cards can be included in a deck used for selecting fighters. Between battles
unused sets of equipment are stored in a stash – they can’t be used by anyone else but
their owning fighter. Equipment set is disbanded whenever their owner dies or gets
retired, or when their owner spends experience to get advancement and wishes to
disband an equipment set. When equipment set is disbanded, its contents are
discarded and may be used by any other fighter later on.

When a fighter dies on the battlefield due to «Memorable Death» injury, his equipment may
be salvaged and added to the stash, if his gang was on the battlefield at the end of the
battle. Otherwise all of fighter’s equipment is lost.

For obvious reasons equipment of a fighter who was captured and sold into slavery is lost.

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GANGS OF HOUSE CAWDOR

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CAWDOR GANG MEMBERS

LEADER 145 cr.


M WS BS S T W I A LD CL WIL INT
5" 3+ 4+ 3 3 2 4+ 2 4 6 5 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION 140 cr.


M WS BS S T W I A LD CL WIL INT
5" 4+ 3+ 3 3 2 4+ 1 5 6 7 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 50 cr.
M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 1 4+ 1 7 7 7 7
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.

JUVE 20 cr.
M WS BS S T W I A LD CL WIL INT
5" 5+ 5+ 3 3 1 4+ 1 9 9 9 9
Can be armed with «Pistols» and «Close combat weapons»;
May use any equipment.
EXPENDABLE
LEARNING THE ROPES

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CAWDOR SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT FANATISM


Leader Secondary Secondary Primary – – Primary – – Primary
Champion
(any)
Secondary Secondary Primary – – Secondary – – Primary

Specialist Secondary Secondary Primary – – – – – Primary

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CAWDOR HOUSE WEAPONS LIST

CAWDOR BASIC RNG ACC


WEAPONS S L S L S AP D AM Traits Cost
Cawdor Polearm with autogun
Polearm E 2" -1 – S+1 – 1 – Melee, Unwieldy, Versatile,
Integrated 35 (20)
Polearm Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire
Cawdor Polearm with blunderbuss
Polearm E 2" -1 – S+1 – 1 – Melee, Unwieldy, Versatile
20 (40)
Blunderbuss
- grape shot – T – – 2 – 1 6+ Template, Plentiful, Scattershot
- purgation shot – T – – 2 – 1 6+ Template, Scattershot, Blaze (5+), +25
Scarce
- Emperor’s Wrath rounds 8" 12" +1 -1 4 -1 2 4+ Knockback, Pulverize, Hip-Fire +25 (35)
Reclaimed Autogun 8" 20" – – 3 – 1 5+ Rapid Fire 15 (10)
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ Plentiful, Scattershot, Hip-Fire 15

CAWDOR
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Axe – E – – S+1 – 1 – Disarm, Melee 5 (10)
Chain glaive E 2" -1 – S+2 -2 2 – Melee, Unwieldy, Versatile 50 (60)
Maul (Club) – E – – S – 2 – Melee 10
Fighting Knife – E – – S -1 1 – Backstab, Melee 5 (15)
Flail – E – +1 S+1 – 1 – Entangle, Melee 20
Two-Handed axe or Great Melee, Unwieldy, Versatile, 25
E 1" -1 – S+1 – 2 –
sword Cleave, Disarm
Two-handed hammer Knockback, Knockout, Melee, 35
– E – -1 S+2 – 2 –
Unwieldy

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CAWDOR RNG ACC
PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Reclaimed autopistol 3" 10" +1 – 3 – 1 5+ Rapid Fire(1), Sidearm, Hip-Fire 5
Stub gun 6" 12" +1 – 3 – 1 4+ Sidearm, Hip-Fire 5
- with dumdum rounds Limited, Scarce, Sidearm,
5" 10" +1 – 4 – 1 4+ +5
Knockback, Hip-Fire
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ Plentiful, Scattershot, Hip-Fire 15

CAWDOR
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Combi-weapon (autogun/flamer)
Autogun 8" 24" +1 – 3 – 1 4+ Combi, Rapid Fire
100 (110)
Flamer – T – – 4 -1 1 5+ Blaze(4+), Combi, Template,
Unstable
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (130)
Long rifle 24" 48" – – 4 -1 1 4+ Knockback, Sniper 30

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CAWDOR HEAVY RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Cawdor heavy crossbow (with frag & krak shells)
Blast (5"), Knockback,
- frag shell 15" 30" – -1 4 – 1 4+
Unwieldy, 125
- krak shell 15" 30" – -1 6 -2 2 6+ Unwieldy
Blaze(3+), Move and Fire,
Heavy Flamer – T – – 5 -2 2 5+
Template, Unwieldy
150 (195)
Heavy stubber 20" 40" – – 4 -1 1 4+ Hail of Bullets (2), Unwieldy 105 (130)

CAWDOR
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Blasting charges – Sx2 – – 5 -1 2 5+ Blast(5"), Grenade, Knockback 30 (35)
Choke gas grenades – Sx3 – – – – – 5+ Blast(3”), Gas, Grenade 50
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)
Incendiary charges – Sx3 – – 3 – 1 5+ Blast(3"), Grenade, Blaze(4+) 40
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15

CAWDOR
ARMOUR
(WARGEAR) Save roll Cost
Flak armour 6+; 5+ against blasts and templates 10
Mesh armour 5+ 20 (15)

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CAWDOR
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
Fighter improves amount of models they may activate by a Group Activation by 1.
Cult icon (Situational) 40
May be purchased only by Champions and Leaders. One per gang.
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is
increased by 1 for the purposes of the roll to see whether they are affected. Filter
Filter plugs (Situational) 10
plugs are one use, but can be replenished after battle; fighter can use them only
once per battle.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.
If the fighter is captured, they can attempt to escape. If they do, roll a D6. On a
Skinblade (Situational) result of 1,2 they are unsuccessful. On a result of 3,4 they escape, but are injured 5 (10)
(make a lasting injury roll for them). On a result of 5,6 they escape.
When a fighter with a strip kit makes an Intelligence check to operate a door
terminal, or bypass the lock on a loot casket, add 2 to the result. In addition, if a
Strip kit (Situational) 15
fighter successfully opens a loot casket, they may receive both credits and choose a
tactic card.
Bomb delivery rats (UNDER CONSTRUCTION) 15 (30)

CAWDOR
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost
Mono-sight †
(Heavy weapons, Basic 40%
Aim (Basic) action modifies to hit roll by +2 instead of +1.
weapons, Special weapons) (min. 40)

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

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GANGS OF HOUSE GOLIATH

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GOLIATH GANG MEMBERS

LEADER 220 cr.


M WS BS S T W I A LD CL WIL INT
4" 3+ 3+ 4 4 2 4+ 3 5 5 8 7
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION (HAND-TO-HAND) 160 cr.


M WS BS S T W I A LD CL WIL INT
4" 3+ 4+ 4 4 2 4+ 2 7 6 8 8
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 85 cr.
M WS BS S T W I A LD CL WIL INT
4" 4+ 4+ 4 4 1 4+ 1 8 6 9 8
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.

JUVE 50 cr.
M WS BS S T W I A LD CL WIL INT
4" 5+ 5+ 4 4 1 4+ 1 9 9 9 9
Can be armed with «Pistols» and «Close combat weapons»;
May use any equipment.
EXPENDABLE
LEARNING THE ROPES

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GOLIATH SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT


Leader – Primary Secondary – Primary Primary Secondary –

Champion – Primary Secondary – Primary Secondary Secondary –


(any)
Specialist – Primary Secondary – Primary – Secondary –

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GOLIATH HOUSE WEAPONS LIST
GOLIATH BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Combat shotgun
- salvo 4" 12" +2 – 4 – 2 – Knockback, Rapid Fire , Hip-Fire 45 (60)
- shredder – T – – 2 – 1 4+ Scattershot, Template
Shotgun
- solid 8" 16" +1 – 4 – 2 4+ Knockback 35 (30)
- scatter 4" 8" +2 – 2 – 1 4+ Scattershot, Hip-Fire
Stub cannon 9" 18" – – 5 – 1 3+ Knockback 25 (20)
- with dumdum rounds 9" 18" – – 6 – 1 4+ Knockback, Limited +10
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55)

GOLIATH
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Axe – E – – S+1 – 1 – Disarm, Melee 5 (10)
Brute Cleaver – E – +1 S -1 1 – Disarm, Melee 10 (20)
Maul (Club) – E – – S – 2 – Melee 10
Fighting Knife – E – – S -1 1 – Backstab, Melee 5 (15)
Chainsword – E – – S -1 1 – Melee, Parry, Rending 25
Power axe – E – – S+2 -2 1 – Disarm, Melee, Power, Prestige 35
Power hammer – E – – S+1 -1 2 – Melee, Power, Knockout, Prestige 50 (45)
Melee, Pulverise, Prestige,
Renderizer serrated axe – E – – S+2 -1 2 – Unwieldy
40
Spud-jacker – E – – S+1 – 1 – Knockback, Melee 10 (15)
Melee, Unwieldy, Versatile,
Two-Handed axe / Greatsword E 1" -1 – S+1 – 2 – Cleave, Disarm
25
Knockback, Knockout, Melee,
Two-handed hammer – E – -1 S+2 – 2 – Unwieldy
35

GOLIATH RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Bolt pistol 6" 12" +1 – 4 -1 2 6+ Sidearm, Prestige, Hip-Fire 30 (45)
Stub gun 6" 12" +1 – 3 – 1 4+ Plentiful, Sidearm, Hip-Fire 5
- with dumdum rounds 6" 12" +1 – 4 – 1 4+ Limited, Scarce, Sidearm, +5
Knockback, Hip-Fire
Combi-pistol (stub/plasma)
- Stub 6" 12" +1 – 3 – 1 4+ Combi, Plentiful, Sidearm,
Prestige, Hip-Fire 35 (40)
- Plasma 4" 12" +1 – 5 -1 2 5+ Combi, Scarce, Sidearm,
Prestige, Hip-Fire

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GOLIATH
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Combi-weapon (Bolter/Flamer)
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire , Combi
150 (175)
- Flamer – T – – 4 -1 1 5+ Blaze(4+), Combi, Template,
Unstable
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce, Hip-Fire 135
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55)
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (140)
Grenade launcher
- frag grenades 6" 24" -1 – 4 - 1 4+ Blast (3"), Knockback 40 (55)
- krak grenades 6" 24" -1 – 6 -2 2 6+ Limited +20
Combi-weapon (Bolter/Melta)
- Bolter 12" 24" +1 – 4 -1 2 6+ Combi, Rapid Fire 170 (165)
- Melta 6" 12" +1 – 8 -4 3 4+ Combi, Melta, Scarce, Hip-Fire
‘Krumper’ rivet cannon
- rapid fire 3" 9" +2 – 4 -1 2 3+ Rapid Fire , Unwieldy, Move and
Fire, Rending, Hip-Fire 50 (70)
- super heated 3" 9" +2 – 6 -2 2 3+ Blaze(4+), Unwieldy, Move and
Fire, Rending, Hip-Fire

GOLIATH
HEAVY RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Blaze(3+), Move and Fire,
Heavy Flamer – T – – 5 -2 2 5+
Template, Unwieldy
150 (195)
Heavy stubber 20" 40" – – 4 -1 1 4+ Hail of Bullets (2), Unwieldy 105 (130)
Heavy bolter 18" 36" +1 – 5 -2 2 5+ Hail of Bullets (2), Unwieldy 170 (160)
‘Krumper’ rivet cannon 70

GOLIATH
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Blasting charges – Sx2 – – 5 -1 2 5+ Blast(5"), Grenade, Knockback 30 (35)
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15

GOLIATH
ARMOUR
(WARGEAR) Save roll Cost
Furnace Plates 6+; 5+ against attacks originating within the fighter’s vision arc, unless they are 15
Pinned or Seriously Injured.

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GOLIATH
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
The first time in each game that an Injury roll is made for a fighter with a bio-
booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are
Bio-booster 35
rolled (for every similar effect, roll an additional dice) and the player controlling the
fighter with the bio-booster can discard one of them.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter with a Stimm-slug stash may use it at the beginning of the Action phase,
or when being activated. Each Stimm-slug stash can only be used once per battle.
When using Stimm-slug stash immediately discard one Flesh Wound from the
fighter; until the end of the round, the fighter’s Strength and Toughness
Stimm-slug stash 30 (25)
characteristics are each increased by 2. In addition during this round a fighter
increases total length of any move by 2". At the end of the End phase, roll a D6.
On a 1, the stimm overload is too much – roll an Injury dice and apply the result to
the fighter.
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.

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GANGS OF HOUSE VAN SAAR

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VAN SAAR GANG MEMBERS

LEADER 190 cr.


M WS BS S T W I A LD CL WIL INT
4" 4+ 2+ 3 3 2 5+ 2 5 5 8 4
No weapon restrictions;
Armoured bodyglove;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION 125 cr.


M WS BS S T W I A LD CL WIL INT
4" 4+ 3+ 3 3 2 5+ 1 5 6 8 5
No weapon restrictions;
Armoured bodyglove;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 75 cr.
M WS BS S T W I A LD CL WIL INT
4" 4+ 3+ 3 3 1 5+ 1 7 7 8 5
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
Armoured bodyglove;
May use any equipment.

JUVE 40 cr.
M WS BS S T W I A LD CL WIL INT
4" 5+ 4+ 3 3 1 5+ 1 9 9 9 9
Can be armed with «Pistols» and «Close combat weapons»;
Armoured bodyglove;
May use any equipment;
EXPENDABLE
LEARNING THE ROPES

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VAN SAAR SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT


Leader – – Secondary Secondary – Primary Primary Primary
Champion
– – Secondary Secondary – Secondary Primary Primary
(any)
Specialist – – Secondary Secondary – – Primary Primary

VAN SAAR ADDITIONAL RULES

All rolls for «Rad-Phage» effect resolution get modified by -1 against this fighter. In addition,
all saving throws are modified by +1. However due to delicate nature of it, only specifically
designed custom armour may be used by this fighter (called «Custom Armour» in house
weapon list and on trading post).

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VAN SAAR HOUSE WEAPONS LIST
VAN SAAR
BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Supression laser
- broad burst 4" 8" +2 – 2 – 1 4+ Plentiful, Scattershot, Hip-Fire 45 (60)
- short burst 8" 16" +1 – 4 – 2 4+ Plentiful, Knockback
Lasgun 12" 24" +1 – 3 – 1 2+ Plentiful 25 (10)
Las carbine 10" 24" +1 – 3 – 1 4+ Plentiful, Rapid Fire 35 (20)

VAN SAAR
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
‘Hystrar’ pattern energy shield – E – – S – 1 – Shield, Shock, Knockback, Melee 40 (50)
Power knife – E – – S -2 1 – Backstab, Melee, Power, Prestige 25
Servo claw – E – – S+2 – 2 – Melee 20 (30)
Shock baton – E – – S – 1 – Melee, Parry, Shock 20 (30)
Shock stave E 2" – – S+1 – 1 – Melee, Shock, Versatile 25

VAN SAAR RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Las pistol 8" 12" +1 – 3 – 1 2+ Plentiful, Sidearm, Hip-Fire 10
Plentiful, Rapid Fire, Sidearm,
Las sub-carbine 4" 12" +1 – 3 – 1 4+ 15
Hip-Fire
Plasma pistol
Scarce, Sidearm, Prestige, Hip-
- low 4" 12" +1 – 5 -1 2 5+
Fire 50
Scarce, Sidearm, Prestige,
- maximal 6" 12" +1 – 7 -2 2 5+
Unstable, Hip-Fire

25
VAN SAAR
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Combi-weapon (lasgun/melta)
Lasgun 12" 24" +1 – 3 – 1 2+ Combi , Plentiful 140 (120)
Melta 6" 12" +1 – 8 -4 3 4+ Combi, Melta, Scarce, Hip-Fire
Blast (3"), Concussion, Graviton
Grav gun 9" 18" +1 – * -1 2 5+ 120
Pulse
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce, Hip-Fire 135
Rad gun – T – – 2 -2 1 4+ Rad-Phage (2+), Template 85 (100)
Plasma gun
- low 8" 24" +1 – 5 -1 2 5+ Scarce, Rapid Fire 100
- maximal 12" 24" +1 – 7 -2 2 5+ Scarce, Rapid Fire, Unstable
Combi-weapon (lasgun/plasma)
Lasgun 12" 24" +1 – 3 – 1 2+ Combi , Plentiful 65 (75)
Plasma gun 8" 24" +1 – 5 -1 2 5+ Combi, Rapid Fire , Scarce

VAN SAAR
HEAVY RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Plasma cannon
- low 18" 36" +1 – 6 -1 2 5+ Rapid Fire, Scarce, Unwieldy
200 (130)
Blast (3"), Scarce, Unstable,
- maximal 18" 36" +1 – 8 -2 3 5+
Unwieldy
Blast (3"), Melta, Scarce,
Multi-melta 12" 24" +1 – 8 -4 3 4+ 180 (160)
Unwieldy
Blast (5"), Rad-Phage (4+),
Rad cannon 16" 32" – -1 2 -2 1 4+ 130
Unwieldy

VAN SAAR
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Blast(3"), Grenade,
Rad grenades – Sx3 – – 2 -2 1 4+ 20 (25)
Rad-Phage (4+)
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15

VAN SAAR
ARMOUR
(WARGEAR) Save roll Cost
Flak armour (Custom) 6+; 5+ against blasts and templates 25 (10)
Mesh armour (Custom) 5+ 45 (15)

26
VAN SAAR
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
The first time in each game that an Injury roll is made for a fighter with a bio-
booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are
Bio-booster 35
rolled (for every similar effect, roll an additional dice) and the player controlling the
fighter with the bio-booster can discard one of them.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is
increased by 1 for the purposes of the roll to see whether they are affected. Filter
Filter plugs (Situational) 10
plugs are one use, but can be replenished after battle; fighter can use them only
once per battle.
Grav-chute (Situational) If the fighter jumps down or falls, they do not suffer any damage or get pinned. 40

VAN SAAR
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost

Mono-sight
40%
(Heavy weapons, Basic Aim (Basic) action modifies to hit roll by +2 instead of +1.
(min. 40)
weapons, Special weapons)
Telescopic sight † (Pistols, In addition to modifying hit roll, Aim (Basic) action increases weapon’s Long 30%
Basic, Special weapons) distance by a short distance. (min. 25)
40%
Suspensors (Heavy weapons) Weapon with an «Unwieldy» trait gains «Move and Fire» trait.
(min. 40)
Infra-sight †
(Pistols, Basic, Basic, Special Aim (Basic) action reduces penalty when shooting a target in cover by 1. In
40%
and Heavy weapons unless addition, while aiming and shooting through smoke or in pitch black fighter
(min. 40)
they have «Blast», «Rapid reduces penalty to hit by 1
fire» or «Hail of bullets»)
Las-projector (Pistols, Basic The weapon’s to hit rolls gain +1 if the distance to target is 6" or less. 30%
weapons, Special weapons) . (min. 20)

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

27
GANGS OF HOUSE ORLOCK

28
ORLOCK GANG MEMBERS

LEADER 170 cr.


M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 3 4+ 1 4 5 5 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION 115 cr.


M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 2 4+ 1 4 6 6 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 55 cr.
M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 1 4+ 1 6 7 7 7
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.

JUVE 20 cr.
M WS BS S T W I A LD CL WIL INT
5" 5+ 5+ 3 3 1 4+ 1 9 9 9 9
Can be armed with «Pistols» and «Close combat weapons»;
May use any equipment.
EXPENDABLE
LEARNING THE ROPES

29
ORLOCK SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT


Leader – Secondary – – Primary Primary Secondary Primary
Champion
– Secondary – – Primary Secondary Secondary Primary
(any)
Specialist – Secondary – – Primary – Secondary Primary

30
ORLOCK HOUSE WEAPONS LIST
ORLOCK BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Combat shotgun
- salvo 4" 12" +2 – 4 – 2 – Knockback, Rapid Fire, Hip-Fire 45 (60)
- shredder – T – – 2 – 1 4+ Scattershot, Template
Shotgun
- solid 8" 16" +1 – 4 – 2 4+ Knockback 35 (30)
- scatter 4" 8" +2 – 2 – 1 4+ Scattershot, Hip-Fire
Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire 25
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ Plentiful, Scattershot, Hip-Fire 15
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55)

ORLOCK
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Maul (Club) – E – – S – 2 – Melee 10
Fighting Knife – E – – S -1 1 – Backstab, Melee 5 (15)
Chainsword – E – – S -1 1 – Melee, Parry, Rending 25
Servo claw – E – – S+2 – 2 – Melee 20 (30)
Power knife – E – – S+1 -2 1 – Backstab, Melee, Power, Prestige 25
Knockback, Knockout, Melee,
Two-handed hammer – E – -1 S+2 – 2 – Unwieldy
35

ORLOCK RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Bolt pistol 6" 12" +1 – 4 -1 2 6+ Sidearm, Prestige, Hip-Fire 30 (45)
Autopistol 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm, Hip-Fire 10
Stub gun 6" 12" +1 – 3 – 1 4+ Plentiful, Sidearm, Hip-Fire 5
- with dumdum rounds 6" 12" +1 – 4 – 1 4+ Limited, Scarce, Sidearm,
+5
Knockback, Hip-Fire
Plasma pistol
Scarce, Sidearm, Prestige, Hip-
- low 4" 12" +1 – 5 -1 2 4+
Fire
50
Scarce, Sidearm, Prestige,
- maximal 6" 12" +1 – 7 -2 2 5+
Unstable, Hip-Fire
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ Plentiful, Scattershot, Hip-Fire 15

31
ORLOCK
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Plasma gun
- low 8" 24" +1 – 5 -1 2 5+ Scarce, Rapid Fire 100
- maximal 12" 24" +1 – 7 -2 2 5+ Scarce, Rapid Fire, Unstable
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce, Hip-Fire 135
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55)
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (130)
Grenade launcher
- frag grenades 6" 24" -1 – 4 – 1 4+ Blast (3"), Knockback 40 (55)
- krak grenades 6" 24" -1 – 6 -2 2 6+ Limited +20
Combi-weapon (Bolter/Melta)
Bolter 12" 24" +1 – 4 -1 2 6+ Combi, Rapid Fire 170 (165)
Melta 6" 12" +1 – 8 -4 3 4+ Combi, Melta, Scarce, Hip-Fire

ORLOCK HEAVY RNG ACC


WEAPONS S L S L S AP D AM Traits Cost
Blaze(3+), Move and Fire,
Heavy Flamer – T – – 5 -2 2 5+
Template, Unwieldy
150 (195)
Heavy stubber 20" 40" – – 4 -1 1 4+ Hail of Bullets (2), Unwieldy 105 (130)
Heavy bolter 18" 36" +1 – 5 -2 2 5+ Hail of Bullets (2), Unwieldy 170 (160)
Harpoon launcher 6" 18" +2 – 5 -3 1 5+ Drag, Impale, Scarce 110

ORLOCK
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Blasting charges – Sx2 – – 5 -1 2 5+ Blast(5"), Grenade, Knockback 35
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45
Demo Charges – Sx2 – – 6 -3 3 * Blast(5"),Grenade, Single shot 45

ORLOCK
ARMOUR
(WARGEAR) Save roll Cost
Flak armour 6+; 5+ against blasts and templates 10
Mesh armour 5+ 20 (15)

32
ORLOCK
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
The first time in each game that an Injury roll is made for a fighter with a bio-
booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are
Bio-booster 35
rolled (for every similar effect, roll an additional dice) and the player controlling the
fighter with the bio-booster can discard one of them.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is
increased by 1 for the purposes of the roll to see whether they are affected. Filter
Filter plugs (Situational) 10
plugs are one use, but can be replenished after battle; fighter can use them only
once per battle.
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.

ORLOCK
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost
Telescopic sight † (Pistols, In addition to modifying hit roll, Aim (Basic) action increases weapon’s Long 30%
Basic, Special weapons) distance by a short distance. (min. 25)

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

33
GANGS OF HOUSE ESCHER

34
ESCHER GANG MEMBERS

LEADER 160 cr.


M WS BS S T W I A LD CL WIL INT
5" 3+ 4+ 3 3 2 2+ 3 5 6 6 7
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION 130 cr.


M WS BS S T W I A LD CL WIL INT
5" 3+ 4+ 3 3 2 2+ 2 6 6 6 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 55 cr.
M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 1 3+ 1 7 7 7 7
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.

JUVE 20 cr.
M WS BS S T W I A LD CL WIL INT
5" 5+ 5+ 3 3 1 4+ 1 9 9 9 9
Can be armed with «Pistols» and «Close combat weapons»;
May use any equipment.
EXPENDABLE
LEARNING THE ROPES

35
ESCHER SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT


Leader Primary – Primary Secondary Secondary Primary – –
Champion
Primary – Primary Secondary Secondary Secondary – –
(any)
Specialist Primary – Primary Secondary Secondary – – –

36
ESCHER HOUSE WEAPONS LIST
ESCHER BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Shotgun
- solid 8" 16" +1 – 4 – 2 4+ Knockback 35 (30)
- scatter 4" 8" +2 – 2 – 1 4+ Scattershot
- acid rounds 4" 8" +1 – 3 -1 1 5+ Blaze(4+), Scattershot +15
Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire 25
Lasgun 12" 24" +1 – 3 – 1 2+ Plentiful 25 (10)

ESCHER CLOSE
COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Fighting Knife – E – – S -1 1 – Backstab, Melee 5 (15)
Chainsword – E – – S -1 1 – Melee, Parry, Rending 25
Power knife – E – – S+1 -2 1 – Backstab, Melee, Power, Prestige 25
Power Sword – E – – S+1 -2 1 – Melee, Power, Parry 45
Shock Whip E 3" -1 – S+1 – 1 – Shock, Versatile 25
Stiletto sword – E – – – -1 – – Melee, Parry, Toxin 30
Stiletto knife – E – – – – – – Melee, Toxin 20

ESCHER RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Las pistol 8" 12" +1 – 3 – 1 2+ Plentiful, Sidearm 10
Autopistol 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm 10
Needle pistol 4" 9" +2 – – -1 – 4+ Scarce, Sidearm, Toxic, Silent 25
Stub gun 6" 12" +1 – 3 – 1 4+ Plentiful, Sidearm 5
- with dumdum rounds 6" 12" +1 – 4 – 1 4+ Limited, Scarce, Sidearm,
+5
Knockback
Plasma pistol
- low 4" 12" +1 – 5 -1 2 4+ Scarce, Sidearm, Prestige
Scarce, Sidearm, Prestige, 50
- maximal 6" 12" +1 – 7 -2 2 5+
Unstable

37
ESCHER
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Plasma gun
- low 8" 24" +1 – 5 -1 2 5+ Scarce, Rapid Fire 100
- maximal 12" 24" +1 – 7 -2 2 5+ Scarce, Rapid Fire, Unstable
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce 135
Needle rifle 9" 18" +1 – – -2 – 4+ Scarce, Silent, Toxin 40 (35)
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (130)
‘Nightshade’ chem-thrower – T – – – – – 5+ Gas, Silent, Template 80 (135)
Combi-weapon (Bolter/Needler)
Bolter 12" 24" +1 – 4 -1 2 6+ Combi, Rapid Fire 115 (80)
Needler 9" 18" +1 – – -1 – 4+ Combi, Scare, Silent, Toxin

ESCHER HEAVY RNG ACC


WEAPONS S L S L S AP D AM Traits Cost
Heavy stubber 20" 40" – – 4 -1 1 4+ Hail of Bullets (2), Unwieldy 105 (130)

ESCHER
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Photon flash grenade – Sx3 – – – – – 5+ Blast(5"), Flash, Grenade 15
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15
Choke gas grenades – Sx3 – – – – – 5+ Blast(3"), Grenade, Gas 50
Scare gas grenades – Sx3 – – – – – 6+ Blast (5"), Fear, Gas, Grenade 40

ESCHER
ARMOUR
(WARGEAR) Save roll Cost
Flak armour 6+; 5+ against blasts and templates 10
Mesh armour 5+ 20 (15)

38
ESCHER
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is
increased by 1 for the purposes of the roll to see whether they are affected. Filter
Filter plugs (Situational) 10
plugs are one use, but can be replenished after battle; fighter can use them only
once per battle.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.
At the start of their activation a fighter may try to pass Intellect check. If the check
is passed, any Gas or Toxin weapons they use until the end of their activation are
Chem-synth 15
enhanced and the target’s Toughness is reduced by 1 when resolving those
attacks.

ESCHER
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost
Las-projector (Pistols, Basic The weapon’s to hit rolls gain +1 if the distance to target is 6" or less. 30%
weapons, Special weapons) . (min. 20)

39
GANGS OF HOUSE DELAQUE

40
DELAQUE GANG MEMBERS

LEADER 190 cr.


M WS BS S T W I A LD CL WIL INT
6" 3+ 3+ 3 3 2 3+ 2 6 6 5 5
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

CHAMPION 170 cr.


M WS BS S T W I A LD CL WIL INT
6" 3+ 3+ 3 3 2 4+ 2 7 6 6 6
No weapon restrictions;
May use any wargear.
GROUP ACTIVATION (1)
LEADING BY EXAMPLE (6")

GANGER 70 cr.
M WS BS S T W I A LD CL WIL INT
6" 4+ 4+ 3 3 1 4+ 1 7 6 7 6
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.

JUVE 20 cr.
M WS BS S T W I A LD CL WIL INT
5" 5+ 5+ 3 3 1 4+ 1 9 9 9 9
Can be armed with «Basic», «Pistols» and «Close combat weapons»;
May use any equipment.
EXPENDABLE
LEARNING THE ROPES

41
DELAQUE SKILL LIST

AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT


Leader Secondary – Secondary Primary – Primary Primary –
Champion
Secondary – Secondary Primary – Secondary Primary –
(any)
Specialist Secondary – Secondary Primary – – Primary –

42
DELAQUE HOUSE WEAPONS LIST
DELAQUE BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Shotgun
- solid 8" 16" +1 – 4 – 2 4+ Knockback 35 (30)
- scatter 4" 8" +2 – 2 – 1 4+ Scattershot
Throwing knives * *Can’t be fitted with scopes, sights, etc.
10
- ranged Sx2 Sx4" – -1 – -1 – 5+ Scarce, Toxin, Silent
Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire 25
Lasgun 12" 24" +1 – 3 – 1 2+ Plentiful 25 (10)

DELAQUE
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Digi lasers E 3" – - 1 – 1 6+ Melee, Digi, Versatile 25
Shock Stave E 2" – - S+1 – 1 – Melee, Shock, Versatile 25
Web gauntlet – E – +1 3 – – – Melee, Web, Backstab 35
Stiletto knife – E – – – – – – Melee, Toxin 20

DELAQUE RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Blaze(5+), Template, Sidearm,
Hand flamer – T – – 3 – 1 5+
Prestige
40 (75)
Las pistol 8" 12" +1 – 3 – 1 2+ Plentiful, Sidearm 10
Autopistol 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm 10
Needle pistol 4" 9" +2 – – -1 – 4+ Scarce, Sidearm, Toxic, Silent 25
Stub gun 6" 12" +1 – 3 – 1 4+ Plentiful, Sidearm 5
- with dumdum rounds 6" 12" +1 – 4 – 1 4+ Limited, Scarce, Sidearm, +5
Knockback
Plasma pistol
- low 4" 12" +1 – 5 -1 2 4+ Scarce, Sidearm, Prestige
- maximal 6" 12" +1 – 7 -2 2 5+ Scarce, Sidearm, Prestige, 50
Unstable
Flechette pistol
- solid 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm, Silent
30
Rapid Fire(1), Sidearm, Silent,
- fleshbane 4" 12" +1 – – – – 6+
Scarce, Toxin
Silent, Template, Web, Sidearm,
Web pistol – T – – 4 – – 4+ 50
Prestige

43
DELAQUE
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Plasma gun
- low 8" 24" +1 – 5 -1 2 5+ Scarce, Rapid Fire 100
- maximal 12" 24" +1 – 7 -2 2 5+ Scarce, Rapid Fire, Unstable
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce 135
Long rifle 24" 48" – – 4 -1 1 4+ Knockback, Sniper 30
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (130)
Web gun – T – – 5 – – 4+ Web, Silent, Template 80
Blast (3"), Concussion, Graviton
Grav gun 9" 18" +1 – * -1 2 5+ 120
Pulse

DELAQUE RNG ACC


HEAVY S L S L S AP D AM Traits Cost
WEAPONS
Blaze(3+), Move and Fire,
Heavy Flamer – T – – 5 -2 2 5+
Template, Unwieldy
150 (195)

DELAQUE
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Photon flash grenade – Sx3 – – – – – 5+ Blast(5"), Flash, Grenade 15
Blast(3"),Concussion, Non-Lethal,
Stun grenades – Sx3 – – 2 -1 1 4+ 10
Grenade
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15
Choke gas grenades – Sx3 – – – – – 5+ Blast(3"), Grenade, Gas 50
Scare gas grenades – Sx3 – – – – – 6+ Blast (5"), Fear, Gas, Grenade 40

DELAQUE
ARMOUR
(WARGEAR) Save roll Cost
Flak armour 6+; 5+ against blasts and templates 10
Mesh armour 5+ 20 (15)

44
DELAQUE
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
Bioscanner helps sentries to detect hidden attackers. Also fighter gain following
action:
Bio-scanner (Situational) 30
Choose an enemy fighter within 12", they lose Hidden condition.
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is
increased by 1 for the purposes of the roll to see whether they are affected. Filter
Filter plugs (Situational) 10
plugs are one use, but can be replenished after battle; fighter can use them only
once per battle.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may begin
Respirator (Situational) the game with their respirator on themselves. Fighter with their gas mask on may 15
not make Aim (Basic) action. Respirator may be put on or off whenever fighter is
activated with a free action and stay on or off until next activation of a fighter.
An active fighter can make the following action:

The fighter can move up to 12" in a straight line in any


Grapnel launcher (Situational) 25
direction. This move cannot be through any terrain or end higher than 3" above
platform. A fighter cannot make this action if the move would not end up at least
3" higher or lower than his current position.
If the fighter is captured, they can attempt to escape. If they do, roll a D6. On a
Skinblade (Situational) result of 1,2 they are unsuccessful. On a result of 3,4 they escape, but are injured 5 (10)
(make a lasting injury roll for them). On a result of 5,6 they escape.
When a webbed fighter makes Strength check to free himself he rolls an additional
Web solvent (Situational) D6 and selects one dice. Cut the web (Basic) targeting another fighter is 25
automatically successful.

DELAQUE
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost

Mono-sight Aim (Basic) action modifies to hit roll by +2 instead of +1.
40%
(Heavy weapons, Basic
(min. 40)
weapons, Special weapons)
Gunshroud (Situational)
A weapon gains «Silent» trait 20
(Basic weapons, Pistols)
Infra-sight †
(Pistols, Basic, Basic, Special Aim (Basic) action reduces penalty when shooting a target in cover by 1. In
40%
and Heavy weapons unless addition, while aiming and shooting through smoke or in pitch black fighter
(min. 40)
they have «Blast», «Rapid reduces penalty to hit by 1
fire» or «Hail of bullets»)

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

45
PALANITE ENFORCERS

46
PALANITE ENFORCERS SQUAD MEMBERS

CAPTAIN (LEADER) 155 cr.


M WS BS S T W I A LD CL WIL INT
5" 3+ 4+ 3 3 2 4+ 2 4 6 5 6
May use any weapon from «PALANITE ENFORCERS WEAPON LIST»;
May use any wargear;
ENFORCER KIT;
RANK.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (12")

SERGEANT (CHAMPION) 130 cr.


M WS BS S T W I A LD CL WIL INT
5" 3+ 4+ 3 3 2 4+ 1 5 6 6 7
May use any weapon from «PALANITE ENFORCERS WEAPON LIST»;
May use any wargear;
ENFORCER KIT;
RANK.
GROUP ACTIVATION (2)
LEADING BY EXAMPLE (6")

ENFORCER (GANGER) 60 cr.


M WS BS S T W I A LD CL WIL INT
5" 4+ 4+ 3 3 1 4+ 1 7 7 7 7
May use any weapon from «PALANITE ENFORCERS WEAPON LIST»;
May use any wargear;
ENFORCER KIT;
RANK.

ROOKIE (JUVE) 20 cr.


M WS BS S T W I A LD CL WIL INT
5" 5+ 5+ 3 3 1 4+ 1 9 9 9 9
May «Pistols» and «Close combat weapons» from «PALANITE ENFORCERS WEAPON LIST»;
May use any wargear;
ENFORCER KIT
RANK
EXPENDABLE
LEARNING THE ROPES
ENFORCER KIT

47
PALANITE ENFORCERS SKILL LIST
PALANITE
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
Drill
Leader – Secondary – – Secondary Primary Primary – Primary
Champion
– Secondary – – Secondary Secondary Primary – Primary
(any)
Specialist – Secondary – – Secondary – Primary – Primary

48
PALANITE ENFORCERS ADDITIONAL RULES

Enforcers can only use weapons which are listed in «PALANITE ENFORCERS WEAPON LIST». However, this
limitation is there not because of balancing issues, but rather of specific Enforcer style, which
is organized and standardized. With arbitrators permission, or in case if all players agree,
«Captain», «Sergeant» and «Specialist» Enforcers may use weapons which were purchased
from the Trading post. In that case Enforcer player should keep up their image of law
keepers. For example any standard Imperial weaponry is fine, but it is hard to imagine
Enforcers using salvaged mining equipment as weapons under normal circumstances.

Each Enforcer carries following equipment with themselves at all times (with its price
accounted for in fighter’s profile):

 Magnacles

 Enforcer Respirator

 Photo Lumen

In addition, each Enforcer is armed with a service pistol. This weapon is always presented on a
fighter and may be worn in addition to fighter’s three weapons. This weapon cannot be
discarded or loaded with any non-standard issued ammunition.

SERVICE RNG ACC


PISTOL S L S L S AP D AM Traits
Enforcer stub gun 6" 12" +2 – 3 – 1 4+ Plentiful, Sidearm,
Hip-Fire

49
Every time Enforcer fighter is hired, they have to be assigned a rank: either «Subjugator» or
«Patrolman». Rank determines what weapons and armour can be used by the fighter; fighter
may use any equipment without restrictions. At least two members of a squad should have
same ranks as Captain. Rank can be changed every time the fighter spends experience points;
if rank is changed, the fighter has to discard all of their weapons and armour.

Patrolman can use only «Hardened flak armour» for armour. He may take any weapons other
than:

 Subjugation pattern grenade  Heavy concussion ram


launcher(with frag and stun  SLHG pattern assault ram
grenades)
 Vigilance pattern assault shield

Subjugator can use only «Carapace» for armour. He may take only following weapons:

 Subjugation pattern grenade  Bolt pistol, Autopistol, Stub gun


launcher(with frag and stun (with or without dumdum
grenades) rounds)
 Shock baton, Shock stave,  Heavy concussion ram
Vigilance pattern assault shield  SLHG pattern assault ram

50
PALANITE ENFORCERS WEAPONS LIST
ENFORCERS
BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Enforcer Combat Shotgun
- salvo 4" 12" +2 – 4 – 2 4+ Knockback, Rapid Fire 45 (60)
- shredder rounds – T – – 2 – 1 4+ Scattershot, Template
Enforcer boltgun
80 (50)
- standard rounds 12" 24" +1 – 4 -1 2 5+ Rapid Fire
- penetrator rounds 12" 24" +1 – 4 -2 2 5+ Rapid Fire, Rending, Limited
+15
Unstable

ENFORCERS
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
‘Vigilance’ pattern assault
– E – – S – 1 – Shield, Knockback, Melee 40
shield
Shock baton – E – – S – 1 – Melee, Parry, Shock 20 (30)
Shock stave E 2" – – S+1 – 1 – Melee, Shock, Versatile 25

ENFORCERS RNG ACC


PISTOLS S L S L S AP D AM Traits Cost
Enforcer Bolt pistol 6" 12" +1 – 4 -1 2 5+ Sidearm, Prestige, Hip-Fire 35
Autopistol 10
- standard rounds 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm, Hip-Fire
- manstopper rounds 4" 12" +1 – 4 – 1 4+ Rapid Fire(1), Sidearm, Scarce, +15
Hip-Fire
- fragmentation rounds 4" 12" +1 – 3 -1 1 4+ Rapid Fire(1), Sidearm, Scarce, +15
Hip-Fire
Stub gun 6" 12" +1 – 3 – 1 4+ Sidearm, Plentiful Hip-Fire 5
- with dumdum rounds 6" 12" +1 – 4 -1 2 4+ Limited, Scarce, Sidearm, +5
Knockback, Hip-Fire

51
ENFORCERS
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
Concussion carbine 9" 18" +1 – 3 -1 1 4+ Blast (3"), Concussion, 35 (30)
Knockback, Seismic
Sniper rifle 24" 48" – – 4 -1 1 4+ Knockback, Rending, Sniper 35
Subjugation pattern grenade launcher 40 (50)
- frag grenades 6" 24" -1 – 4 – 1 5+ Blast (3"), Knockback
- krak grenades 6" 24" -1 – 6 -2 2 5+ Limited +20
- stun grenades 6" Sx3 -1 – 2 -1 1 4+ Blast(3"),Concussion, Non- +10
Lethal, Grenade
- choke gas grenades 6" 24" -1 – – – – 5+ Blast (3"), Gas, Limited +30
- scare grenades 6" 24" -1 – – – – 5+ Blast (3"), Fear, Gas, Limited +40
- smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15
- photon flash grenades 6" 24" -1 – – – – 4+ Blast (5"), Flash +15

ENFORCERS
HEAVY RNG ACC
WEAPONS S L S L S AP D AM Traits Cost
SLHG pattern assault ram “Sledge hammer”
Knockback, Melee, Pulverize,
- Assault ram E 2" – – S+2 -1 2 –
Versatile 90
- Auxiliary grenade launcher
6" 24" -1 – – – – 5+ Blast (3"), Gas, Limited
with choke gas grenades
- auxiliary grenade launcher +50
6" 24" -1 – 4 – 1 6+ Blast (3"), Knockback
with frag grenades
Concussion, Knockback,
Heavy Concussion Ram 15" 30" +1 – 4 -1 1 4+ 70
Seismic, Non-lethal, Blast (3")

ENFORCERS
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost
Photon flash grenade – Sx3 – – – – – 5+ Blast(5"), Flash, Grenade 15
Blast(3"),Concussion, Non-Lethal,
Stun grenades – Sx3 – – 2 -1 1 4+ 10
Grenade
Smoke grenades – Sx3 – – – – – 4+ Blast(*), Grenade, Smoke 15
Choke gas grenades – Sx3 – – – – – 5+ Blast(3"), Grenade, Gas 50
Frag grenades – Sx3 – – 3 – 1 4+ Blast(5"), Grenade, Knockback 20 (30)

ENFORCERS
ARMOUR
(WARGEAR) Save roll Cost
Hardened flak armour
5+; 4+ against blasts and templates 25 (10)
(Patrolman only)
Carapace (Subjugator only) 4+ 45 (15)

52
ENFORCERS
PERSONAL
EQUIPMENT
(WARGEAR) Usage Cost
Bioscanner helps sentries to detect hidden attackers. Also fighter gain following
action:
Bio-scanner (Situational) 30
Choose an enemy fighter within 12", they lose Hidden condition.
The first time in each game that an Injury roll is made for a fighter with a bio-
booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are
Bio-booster 35
rolled (for every similar effect, roll an additional dice) and the player controlling the
fighter with the bio-booster can discard one of them.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35
A fighter who has put their respirator on, increases their Toughness by 2 for the
Enforcer Respirator
purposes of the roll to see whether they are affected by gas. Enforcer respirator *
(Situational)
does not get in the way of aiming weapons and is always considered to be put on.
A fighter with a Stimm-slug stash may use it at the beginning of the Action phase,
or when being activated. Each Stimm-slug stash can only be used once per battle.
When using Stimm-slug stash immediately discard one Flesh Wound from the
fighter; until the end of the round, the fighter’s Strength and Toughness
Stimm-slug stash 25 (30)
characteristics are each increased by 2. In addition during this round a fighter
increases total length of any move by 2". At the end of the End phase, roll a D6.
On a 1, the stimm overload is too much – roll an Injury dice and apply the result to
the fighter.
Magnacles (Situational) UNDER CONSTRUCTION *
Photo-lumens may only be used while battlefield is affected by Pitch black.
When activating fighter may target an enemy fighter within line of sight and
Photo-lumens (Situational) within 24". Both fighter using photo-lumens and enemy fighter lose Hidden *
condition. Until the end of the round when all enemies within vision arc of a
fighter with photo-lumens receive a -1 to hit modifier when targeting this fighter..

ENFORCERS
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost

Infra-sight
(Pistols, Basic, Basic, Special Aim (Basic) action reduces penalty when shooting a target in cover by 1. In
40%
and Heavy weapons unless addition, while aiming and shooting through smoke or in pitch black fighter
(min. 40)
they have «Blast», «Rapid reduces penalty to hit by 1
fire» or «Hail of bullets»)

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

53
TRADING POST

54
TRADING POST
During post-battle sequence, a gang may purchase equipment and weapons from its weapon
list. However, a player may want to expand gang’s arsenal using a Trading post.

A gang may visit trading post during post-battle sequence and purchase any equipment or
weapons with a rarity of «Com.» - which means common. If a player wishes to purchase any
items with a number listed in their Rarity column, they have to make a single 2D6 roll and add
1 to its result for every 5 rating of their gang. Total result is referred to as Trading roll as it is
used until the next gang’s battle. A gang may purchase any item which has rarity equal or
lower than its current Trading roll. Whenever a gang purchases any item with a number listed
in their Rarity column, they decrease their current Trading roll by 1.

A player may increase result of a current Trading roll by 1 by paying 20 credits and making a
successful Intelligence check with one of their fighters not in recovery. If the check is failed,
money is not returned.

55
TRADING POST
BASIC RNG ACC
WEAPONS S L S L S AP D AM Traits Cost Rarity
Combat shotgun
- salvo 4" 12" +2 – 4 – 2 – Knockback, Rapid Fire,
45 (60) 8 (7)
Hip-Fire
- shredder – T – – 2 – 1 4+ Scattershot, Template
- firestorm – T – – 3 -1 1 6+ Blaze (5+), Limited,
+30 9 (8)
Template
Shotgun
- solid 8" 16" +1 – 4 – 2 4+ Knockback 35 (30) Com.
- scatter 4" 8" +2 – 2 – 1 4+ Scattershot, Hip-Fire
- executioner 4" 16" -1 +1 4 -2 2 6+ Knockback, Limited +20 8
- inferno 4" 16" +1 – 4 – 2 5+ Blaze (4+), Limited +15 9
Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire 25 (15) Com.
Reclaimed Autogun 8" 20" – – 3 – 1 5+ Rapid Fire 15 (10) Com.
Lasgun 12" 24" +1 – 3 – 1 2+ Plentiful 25 (10) Com.
Plentiful, Scattershot,
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ 15 Com.
Hip-Fire
Throwing knives * *Can’t be fitted with scopes, sights, etc
- ranged Sx2 Sx4" – -1 – -1 – 5+ Scarce, Toxin, Silent 10 Com.
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55) 9 (8)

TRADING POST RNG ACC


PISTOLS S L S L S AP D AM Traits Cost Rarity
Blaze(5+), Template,
Hand flamer – T – – 3 – 1 5+
Sidearm, Prestige
40 (75) 8
Las pistol 8" 12" +1 – 3 – 1 2+ Plentiful, Sidearm 10 Com.
Autopistol 4" 12" +1 – 3 – 1 4+ Rapid Fire(1), Sidearm 10 Com.
Reclaimed autopistol 3" 10" +1 – 3 – 1 5+ Rapid Fire(1), Sidearm 5 Com.
Needle pistol 4" 9" +2 – – -1 – 4+ Scarce, Sidearm, Toxic,
25 9
Silent
Stub gun 6" 12" +1 – 3 – 1 4+ Plentiful, Sidearm 5 Com
- with dumdum rounds 6" 12" +1 – 4 – 1 4+ Limited, Scarce,
+5 7
Sidearm, Knockback
Plasma pistol
- low 4" 12" +1 – 5 -1 2 4+ Scarce, Sidearm,
Prestige 9
50
- maximal 6" 12" +1 – 7 -2 2 5+ Scarce, Sidearm,
Prestige, Unstable
Silent, Template, Web,
Web pistol – T – – 4 – – 5+ 90 9
Sidearm, Prestige
Bolt pistol 6" 12" +1 – 4 -1 2 6+ Sidearm, Prestige 30 (45) 9 (8)
Plentiful, Scattershot,
Sawn-off Shotgun 4" 8" +2 – 3 – 1 6+ 15 Com.
Hip-Fire

56
TRADING POST RNG ACC
PISTOLS S L S L S AP D AM Traits Cost Rarity
(COMBI-PISTOLS)
Autopistol / Hand flamer
- Autopistol 4" 12" +1 – 3 – 1 4+ Combi, Rapid fire(1),
Sidearm Prestige
50 (65) 10
- Hand flamer – T – – 3 – 1 5+ Combi, Blaze (5+),
Template, Unstable
Prestige, Sidearm
Autopistol / Plasma
- Autopistol 4" 12" +1 – 3 – 1 4+ Combi, Rapid fire(1),
Sidearm Prestige 40 (50) 10
- Plasma +1 – 5 -1 2 5+ Combi, Scarce,
Sidearm, Prestige
Bolt pistol / Hand flamer
- Bolt pistol 6" 12" +1 – 4 -1 2 4+ Combi, Sidearm,
Prestige
65 (110) 11
- Hand flamer – T – – 3 – 1 5+ Combi, Blaze (5+),
Template, Unstable
Prestige, Sidearm
Bolt pistol / Plasma
- Bolt pistol 6" 12" +1 – 4 -1 2 4+ Combi, Sidearm,
Prestige 60 (80) 11
- Plasma 4" 12" +1 – 5 -1 2 5+ Combi, Scarce,
Sidearm, Prestige
Stub / Plasma
- Stub 6" 12" +1 – 3 – 1 4+ Combi, Plentiful,
Sidearm, Prestige 35 (40) 8
- Plasma 4" 12" +1 – 5 -1 2 5+ Combi, Scarce,
Sidearm, Prestige

57
TRADING POST
SPECIAL RNG ACC
WEAPONS S L S L S AP D AM Traits Cost Rarity
Flamer – T – – 4 -1 1 5+ Blaze(4+), Template 90 (130) 7
Boltgun 12" 24" +1 – 4 -1 2 6+ Rapid Fire 70 (55) 9 (8)
Meltagun 6" 12" +1 – 8 -4 3 4+ Melta, Scarce 135 11
Grenade launcher 8
40 (50)
- frag grenades 6" 24" -1 – 4 – 1 5+ Blast (3"), Knockback
- krak grenades 6" 24" -1 – 6 -2 2 6+ Limited +20 8
- choke gas grenades 6" 24" -1 – – – – 6+ Blast (3"), Gas, Limited +35 9
- photon flash grenades 6" 24" – – – – – 4+ Blast (5"), Flash +15 9
- scare gas grenades 6" 24" -1 – – – – 6+ Blast (3"), Fear, Gas,
+45 10
Limited
6" 24" Blast(*), Grenade,
- smoke grenades – – – – – 4+ +15 Com.
Smoke
Needle rifle 9" 18" +1 – – -2 – 4+ Scarce, Silent, Toxin 40 (35) 9
Long rifle 24" 48" – – 4 -1 1 4+ Knockback, Sniper 30 7
Long las 18" 36" – – 4 – 1 2+ Plentiful, Sniper 20 Com.
Web gun - T – – 5 – – 5+ Web, Silent, Template 115 9
Grav gun 9" 18" +1 – * -1 2 5+ Blast (3"), Concussion,
120 11
Graviton Pulse
Plasma gun
- low 8" 24" +1 – 5 -1 2 5+ Scarce, Rapid Fire
100 9
- maximal 12" 24" +1 – 7 -2 2 5+ Scarce, Rapid Fire,
Unstable

58
TRADING POST
SPECIAL
WEAPONS
(COMBI- RNG ACC
WEAPONS) S L S L S AP D AM Traits Cost Rarity
Autogun / Flamer
Blaze (4+), Combi,
- Flamer – T – – 4 -1 1 5+ 110 10
Template, Unstable
- Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire, Combi
Autogun / Grenade launcher
Blast (3"),
- Grenade launcher (frag) 6" 24" -1 – 4 – 1 5+ Knoockback, Single 50 (30) 7
shot, Combi
- Autogun 8" 24" +1 – 3 – 1 4+ Rapid Fire, Combi
Bolter / Needler
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire, Combi
100 (90) 10
Combi, Scare, Silent,
- Needler 9" 18" +1 – – -1 – 4+
Toxin
Bolter / Flamer
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire, Combi
150 (180) 10 (8)
Blaze (4+), Combi,
- Flamer – T – – 4 -1 1 5+
Template, Unstable
Bolter / Melta
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire, Combi 165 12
- Melta 6" 12" +1 – 8 -4 3 4+ Combi, Melta, Scarce
Bolter / Plasma
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire, Combi
115 11 (10)
Combi, Rapid Fire,
- Plasma 8" 24" +1 – 5 -1 2 5+
Scarce
Bolter / Grenade launcher
- Bolter 12" 24" +1 – 4 -1 2 6+ Rapid Fire, Combi
Blast (3"), 90 (60) 9 (8)
- Grenade launcher (frag) 6" 24" -1 – 4 – 1 5+ Knoockback, Single
shot, Combi

59
TRADING POST
HEAVY RNG ACC
WEAPONS S L S L S AP D AM Traits Cost Rarity
Blaze(3+), Move and
Heavy Flamer – T – – 5 -2 2 5+ Fire, Template, 150 (195) 10
Unwieldy
Hail of Bullets (2),
Heavy stubber 20" 40" – – 4 -1 1 4+ 105 (130) 7
Unwieldy
Hail of Bullets (2),
Heavy bolter 18" 36" +1 – 5 -2 2 6+ 170 (160) 10
Unwieldy
Harpoon launcher 6" 18" +2 – 5 -3 1 5+ Drag, Impale, Scarce 110 9
11
Lascannon 24" 48" – +1 10 -3 3 4+ Knockback, Unwieldy 155
(10)
10
Mining laser 18" 24" – -1 9 -3 3 3+ Unwieldy 125
(9)
Blast (3"), Melta, 12
Multi-melta 12" 24" +1 – 8 -4 3 4+ 180 (160)
Scarce, Unwieldy (11)
Plasma cannon
Rapid Fire, Scarce,
- low 18" 36" +1 – 6 -1 2 5+
Unwieldy 12
200
Blast (3"), Scarce,
- maximal 18" 36" +1 – 8 -2 3 5+
Unstable, Unwieldy
Seismic cannon
Rapid Fire, Knockback,
- short wave 12" 24" – -1 6 -1 2 5+
Seismic, Unwieldy
140 10
Hail of Bullets (2),
- long wave 12" 24" -1 – 3 – 1 5+ Knockback, Seismic,
Unwieldy
Missile Launcher
Blast (5"), Knockback,
- frag 24" 38" +1 – 4 -1 1 6+ 165 10
Unwieldy
- krak 24" 48" +1 – 6 -2 3 6+ Unwieldy

60
TRADING POST
CLOSE COMBAT RNG ACC
WEAPONS S L S L S AP D AM Traits Cost Rarity
Axe – E – – S+1 – 1 – Disarm, Melee 5 (10) Com.
Maul (Club) – E – – S – 2 – Melee 10 Com.
Fighting Knife – E – – S -1 1 – Backstab, Melee 5 (15) Com.
Sword – E – – S – 1 – Melee, Parry 20 6
Stileto knife – E – – – – – – Melee, Toxin 20 9
Chainsword – E – – S -1 1 – Melee, Parry, Rending 25 8
Disarm, Melee, Parry,
Chainaxe – E – +1 S+1 -1 1 – 30 9
Rending
Digi laser E 3" – – 1 – 1 6+ Digi, Melee, Versatile 25 10
Flail – E – +1 S+1 1 1 – Entangle, Melee 20 Com.
Servo claw – E – – S+2 – 2 – Melee 35 10
Melee, Unwieldy,
Two-Handed axe / Greatsword E 1" -1 – S+1 – 2 – Versatile, Cleave, 25 Com.
Disarm
Knockback, Knockout,
Two-handed hammer – E – -1 S+2 – 2 – 35 Com.
Melee, Unwieldy
Chain glaive E 2" -1 – S+2 -2 2 – Melee, Unwieldy 60 7
Heavy rock cutter – E – – S+4 -4 3 – Melee, Unwieldy 135 9
Melee, Pulverise
Heavy rock drill – E – – S+2 – 2 – 90 9
Unwieldy
Melee, Rending
Heavy saw – E – +1 S+3 -3 2 – 120 9
Unwieldy
Las cutter E 2" +1 – 9 -3 2 6+ Melee, Scarce, Versatile 85 10
Disarm, Melee, Power,
Power axe – E – – S+2 -2 1 – 35 8
Prestige
Melee, Power,
Power hammer – E – – S+1 -1 2 – 50 (45) 8
Knockout, Prestige
Melee, Parry, Power,
Power sword – E – – S+1 -2 1 – 50 9
Prestige
Melee, Backstab,
Power knife – E – – S+1 -2 1 – 25 9
Power, Prestige
Power pick – E – – S+1 -3 1 – Melee, Power, Prestige 40 8

61
TRADING POST
GRENADES RNG ACC
(WARGEAR) S L S L S AP D AM Traits Cost Rarity
Blast(5"), Grenade,
Blasting charges – Sx2 – – 5 -1 2 5+ 30 (35) 8
Knockback
Blast(5"), Grenade,
Demo charges – Sx2 – – 6 -3 3 * 45 12
Single shot
Choke gas grenades – Sx3 – – – – – 5+ Blast(3”), Gas, Grenade 50 9
Blast (5"), Fear, Gas,
Scare gas grenades – Sx3 – – – – – 6+ 40 (45) 10
Grenade
Blast(5"), Grenade,
Frag grenades – Sx3 – – 3 – 1 4+ 20 (30) Com.
Knockback
Blast(3"), Grenade,
Incendiary charges – Sx3 – – 3 – 1 5+ 40 7
Blaze (4+)
Krak grenades – Sx3 – -1 6 -2 2 4+ Demolitions, Grenade 45 8
Smoke grenades – Sx3 – – – – – 4+ Grenade, Smoke 15 Com.
Demolitions, Grenade,
Melta bombs – Sx3 – -1 8 -4 3 6+ 60 11
Melta, Scarce
Blast(3"), Concussion,
Stun grenades – Sx3 – – 2 -1 1 4+ 15 8
Non-Lethal, Grenade
Blast(5"), Flash,
Photon flash grenade – Sx3 – – – – – 5+ 15 9
Grenade

TRADING POST
ARMOUR
(WARGEAR) Save roll Cost Rarity
Flak armour 6+; 5+ against blasts and templates 10 Com.
Hazard suit 6+; protection against «Blaze» and «Rad-Phage» 10 10
Mesh armour 5+ 20 (15) Com.
Light carapace armour 4+ 45 (80) 10
4+; 3+ against attacks originating within the fighter’s vision arc,
Heavy carapace armour 60 (100) 11
unless they are Pinned or Seriously Injured. –1I" -1M" during charge

TRADING POST
VAN SAAR
CUSTOM
ARMOUR
(WARGEAR) Save roll Cost Rarity
6+; protection against «Blaze» and «Rad-phage». Stacks with
Custom hazard suit 25 (10) 10
Armoured Bodyglove.
Custom light carapace
4+ 80 11
armour

62
TRADING POST
FIELD ARMOUR
(WARGEAR) Field armour save roll Cost Rarity
5++, on a successful save roll centre a blast marker of 3" above the
Conversion field fighter. Everyone but fighter count as being hit by a photon 60 11
grenade.
4++, on a successful save roll fighter is moved a number of inches
equal to the Strength of the attack in a random direction
determined by scatter dice and the hit is entirely ignored. Fighter
Displacer field 70 12
automatically falls if that movement ends in midair. However fighter
is not moved if that movement would take them outside the
battlefield, into terrain or other fighters. In that case they are hit.
5++, on a successful save roll a D6 on a result of 1, the Refractor
Refractor field 50 10
field runs out of power and cannot be used until the end of battle.

Any fighter may wear a force field. These saves cannot be modified positively or negatively. A
fighter can only make one save attempt per attack, therefore you must choose to either make
a save attempt using the fighter’s armour save, or using a field.

63
TRADING POST
BIONICS
(WARGEAR) Usage Cost Rarity
Aortic superchargers
Remove an Enfeebled injury. 65 11 (13)
(Mundane)
Bionic eye (Mundane) Remove an Eye injury. 45 11 (10)
Bionic arm (Mundane) Remove a Hand injury. 45 10 (13)
Bionic leg (Mundane) Remove a Hobbled injury. 25 10
Reaction booster Remove an Enfeebled injury. 25 10
Cortex cogitator or Lobo chip
Remove a Concussion injury. 15 9 (11)
(Mundane)
Cortex cogitator or Lobo chip
Remove three Concussions injuries. 30 10 (12)
(Improved)
Skeletal enhancers
Remove a Spinal injury. 70 10 (13)
(Mundane)

A fighter with an appropriate Bionic may cross out from fighter’s card one serious injury (or
several, depending on installed Bionic). In addition, chances of suffering similar injuries in the
future can be greatly reduced. Whenever a fighter suffers an injury which would reduce
characteristic which was restored by bionics in the past, roll a D6: on a 4+ bionics were hit
and the effects of the Lasting Injury are ignored, otherwise apply Lasting injury as normal.

However if bionics were hit, there is a chance that they will be irreparably damaged. Roll a
D6: on a 2+ the bionics are scratched and dented but suffer no long-term effects. On a 1,
however, the bionics are damaged beyond repair and all the previous benefits of the bionics
are lost, meaning that old Lasting injury returns.

Bionics do not increase fighter’s total cost. Fighter can never discard bionics – they are literally
a part of their body.

64
GANG
EQUIPMENT Usage Cost Rarity
Ammo caches are added to the gang’s Stash, instead of being carried
by a particular fighter. Before scenario starts, a player claims if their
gang uses ammo cache – if yes, increase gang rating and squad rating
by the price of deployed ammo caches. After the last of the fighters in
the crew is set up at the start of battle, the controlling player can
choose to set up any ammo caches from their stash. Each ammo
cache may be set in base contact with a fighter. Ammo cache is
similar to a loot casket (can be carried and is ignored for cover
Ammo cache (Situational) 60 8
purposes). A fighter in base contact with it may ransack the ammo
cache before an Ammo check. Add +2 to the result of the Ammo
checks. When ammo cache is used, weapon loses «Scarce» trait for
that Ammo check. However, should a natural 6 be rolled, the ammo
cache is exhausted and removed from play and is crossed out from
gang’s stash. At the end of the game all non-exhausted ammo caches
are put into the stash of a gang’s which had fighters left on the
battlefield on a roll of 4+.
A booby trap is represented by a marker placed upon the battlefield at
the start of the game, after the battlefield has been set up, provided
that gang using them is defender in the scenario. Traps may not be
placed in the deployment zone of the attacker, if there is one.

Gang who is not a defender may still use booby traps. Player chooses
fighters who start the battle with booby traps on themselves. Each
fighter may carry only one booby trap. They gain following action:

Remove a booby trap from fighter’s card set it


in base contact with the fighter and immediately make a free Move
(Simple) action.

Booby traps (Situational) If any fighter, friendly or enemy, comes within 3" of a booby trap, roll
a D6. On 1,2 trap stays where it is. On 3+ it triggers: center an
appropriate blast marker above it, resolve hits and remove the booby
trap.

Any fighter can target a booby trap with ranged attacks or melee
attacks. Doing so has a -1 modifier to the hit roll at short range, or a -
2 modifier at Long range. If the booby trap is hit, roll a D6. On a 1-2,
it is unaffected, on 3-4 it triggers and on 5-6 it is disarmed and
removed from the battlefield. Blasts and templates which hit the trap
trigger it on a 2+ and disarm it on a roll of 1.

RNG ACC
S L S L S AP D AM Traits
Blast (5"), Knockback,
-Frag grenade trap – – – – 3 – 1 * 20 Com.
Single shot
Blast (5"), Gas, Single
-Gas trap – – – – – – – * 40 8
shot
Blast (5"), Melta, Single
-Melta trap – – – – 8 -4 3 * 50 10
shot

65
TRADING POST
PERSONAL
EQUIPMENT
(WARGEAR
PART I) Usage Cost Rarity
Armoured undersuit 6+. Improves Save roll of armour by +1. 25 7
Bioscanner helps sentries to detect hidden attackers. Also fighter gain following
action:
Bio-scanner (Situational) 30 8
Choose an enemy fighter within 12", they lose Hidden
condition.
The first time in each game that an Injury roll is made for a fighter with a bio-
booster, one less Injury dice is rolled. If only one dice was being rolled, two dice
Bio-booster 35 8
are rolled (for every similar effect, roll an additional dice) and the player
controlling the fighter with the bio-booster can discard one of them.
At the start of their activation a fighter may try to pass Intellect check. If the
check is passed, any Gas or Toxin weapons they use until the end of their
Chem-synth 15 12
activation are enhanced and the target’s Toughness is reduced by 1 when
resolving those attacks.
An active fighter with a drop rig can make the following action while they are
within 1" of the edge of a platform:
Drop rig (Situational) 10 Com.
The fighter makes a move of up to 3" horizontally and up to
12" vertically, downwards.
A fighter who has put their respirator on, increases their Toughness by 2 for the
purposes of the roll to see whether they are affected by gas. A fighter may
begin the game with their respirator on themselves. Fighter with their gas mask
Respirator (Situational) 15 Com.
on may not make Aim (Basic) action. Respirator may be put on or off whenever
fighter is activated with a free action and stay on or off until next activation of a
fighter.
If a fighter with filter plugs is hit by a weapon with the Gas trait, their
Toughness is increased by 1 for the purposes of the roll to see whether they are
Filter plugs (Situational) 10 Com.
affected. Filter plugs are one use, but can be replenished after battle; fighter
can use them only once per battle.
Photo-goggles (Situational) Reduces penalty when shooting in Pitch black or through smoke by 1. 35 9
An active fighter can make the following action:

The fighter can move up to 12" in a straight line in any


Grapnel launcher (Situational) 25 Com.
direction. This move cannot be through any terrain or end higher than 3"
above platform. A fighter cannot make this action if the move would not end
up at least 3" higher or lower than his current position.
Grav-chute (Situational) If the fighter jumps down or falls, they do not suffer any damage or get pinned. 50 10
When a fighter with a medicae kit assists a friendly fighter’s Recovery test, roll
Medicae kit 30 9
an extra Injury dice then choose one to discard.

66
TRADING POST
PERSONAL
EQUIPMENT
(WARGEAR
PART II) Usage Cost Rarity
A fighter wearing a partial servo harness gains a +2 to their Strength
characteristic and a +1 modifier to their Toughness characteristic. In addition
Servo harness – partial fighter counts as being equipped with «Suspensors». Fighter reduces their 130 12
Movement and Initiative by 1. This item may not be combined with Servo claw
or other type of servo harness.
A fighter wearing a partial servo harness gains a +2 to their Strength
characteristic and a +1 modifier to their Toughness characteristic. In addition
Servo harness - full 160 12
fighter counts as being equipped with «Suspensors». This item may not be
combined with Servo claw or other type of servo harness.
If the fighter is captured, they can attempt to escape. If they do, roll a D6. On a
Skinblade (Situational) result of 1,2 they are unsuccessful. On a result of 3,4 they escape, but are 5 (10) Com.
injured (make a lasting injury roll for them). On a result of 5,6 they escape.
A fighter with a Stimm-slug stash may use it at the beginning of the Action
phase, or when being activated. Each Stimm-slug stash can only be used once
per battle. When using Stimm-slug stash immediately discard one Flesh Wound
from the fighter; until the end of the round, the fighter’s Strength and
Stimm-slug stash 30 7
Toughness characteristics are each increased by 2. In addition during this round
a fighter increases total length of any move by 2". At the end of the End phase,
roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply
the result to the fighter.
When a fighter with a strip kit makes an Intelligence check to operate a door
terminal, or bypass the lock on a loot casket, add 2 to the result. In addition, if
Strip kit (Situational) 15 Com.
a fighter successfully opens a loot casket, they may receive both credits and
choose a tactic card.
When a webbed fighter makes Strength check to free himself he rolls an
Web solvent (Situational) additional D6 and selects one dice. Cut the web (Basic) targeting another 25 8
fighter is automatically successful.

67
TRADING POST
WEAPON
ACCESSORIES
(WARGEAR) Usage Cost Rarity

Mono-sight
40%
(Heavy weapons, Basic Aim (Basic) action modifies to hit roll by +2 instead of +1. 9
(min. 40)
weapons, Special weapons)
Telescopic sight † (Pistols, In addition to modifying hit roll, Aim (Basic) action increases weapon’s 30%
Com.
Basic , Special weapons) Long distance by a short distance. (min. 25)
40%
Suspensors (Heavy weapons) Weapon with an «Unwieldy» trait gains «Move and Fire» trait. 10
(min. 40)
Infra-sight †
(Pistols, Basic, Basic, Special Aim (Basic) action reduces penalty when shooting a target in cover by
40%
and Heavy weapons unless 1. In addition, while aiming and shooting through smoke or in pitch 8
(min. 40)
they have «Blast», «Rapid black fighter reduces penalty to hit by 1
fire» or «Hail of bullets»)
Las-projector (Pistols, Basic The weapon’s to hit rolls gain +1 if the distance to target is 6" or less. 30%
9
weapons, Special weapons) . (min. 20)
Gunshroud (Situational)
A weapon gains «Silent» trait 20 8
(Basic weapons, Pistols)
Lasgun Hotshot las pack Weapon loses «Plentiful» trait. Change weapon’s characteristics to
30 (20) 10 (Com.)
(Lasgun only) following: STR4 AP-1 AM4+.
Laspistol Hotshot las pack Weapon loses «Plentiful» trait. Change weapon’s characteristics to
15 (20) 10 (Com.)
(Laspistol only) following: STR4 AP-1 AM4+.

Weapon accessories marked with a dagger «†» may not be combined together on the same
weapon.

68
WEAPON TRAITS

This weapon can only be used by Leader, Champions and Specialists.

After an attack with the blaze trait has been resolved, roll a D6 if the target was hit but not
taken Out of Action and compare the result to the number in brackets: if it is equal or higher,
hit fighter becomes subject to the «Blaze» condition. Place an appropriate marker next to
them. Note that doors and mechanical features may not catch fire.

A fighter subject to the Blaze condition activates immediately after gaining such condition
(this may temporarily interrupt activation of other fighters) if they have Ready token, or they
immediately activate whenever they gain a Ready token (if there are multiple burning fighters
amongst players, they activate in order of Priority). When activated, a fighter subject to the
Blaze condition suffers a Strength 3, AP-1, Damage 1 hit which does not pin them. Burning
fighter cannot initiate a Group activation. Then, burning fighter act as follows, provided that
they didn’t go OOA:

 If seriously injured or engaged, fighter stays where they are and their activation ends.
Their Reaction attacks are improbable while they are subject to a Blaze condition.

 Otherwise fighter stands up (if he was pinned) and attempts a Nerve test. On success,
he stays where they are, otherwise they move 2D6" in random direction. If this
movement causes them to cross an edge of a platform or pit, they risk falling unless
they pass an Initiative test. At the end of this move, this fighter may choose to become
Pinned.

At the end of End phase roll a D6 for every fighter that were activated during this turn while
being on fire and add 1 to the result for each other Active friendly fighter within 1": on a 6+
the flames go out and the Blaze marker is removed. Pinned or Seriously injured fighters add 2
to the result of the roll to see if the flames go out.

Shooting this weapon counts as Basic action rather than Double.

A fighter armed with this weapon may choose themselves or friendly fighters as a target of it.
Weapon with this trait does not cause hits on target – they do not cause Pinning and cannot
inflict wounds. Instead, mark the location where they hit with a counter. They generate an
area of dense smoke, which extends 2.5" out from the centre of the counter, vertically as
well as horizontally. Fighters can move through the smoke unimpeded, however smoke
makes it harder to hit enemies:

69
 If the trajectory of a ranged attack crosses area affected by smoke or target is fully or
partially inside smoke, hit roll is affected negatively: if the target is further than 9", hit
roll is modified by -2, otherwise hit roll is modified by -1 (Using photo-goggles or
Infrasight reduce penalty by 1).

 Close combat attacks have -1 if attacker or its target are fully or partially inside the
smoke (Photo-goggles users do not have this penalty).

In the End phase roll a D6 for all smoke clouds on the battlefield: they stay on the field on a
roll of 2+ if they were created during this round, otherwise they stay on the battlefield on a
roll of 5+.

Whenever this weapon has to pass an Ammo check due to ammo symbol being rolled, roll a
separate D6: on 1-4 fighter gets a Flesh Wound, on 5-6 roll an Injury dice and apply result to
fighter, treating «Flesh wound» result as «Serious Injury» result.

Weapon with this trait does not get a penalty to its Hit roll whenever fighter pivots on the
spot during Fight (basic) action or pivots on the spot during Reaction attacks. In addition,
every time attacks from this weapon are spread between multiple targets in vision arc, all
targets but one, chosen by player, are assigned an additional attack, made by this weapon.

Whenever an attack made by this weapon results in a successful Wound roll, target has to
make a Toughness check. If the check is failed target loses Ready marker or does not gain it
during next Round if it had none. In addition, target that failed Toughness check may not
make Reaction attacks until the end of the round. Knockout cannot trigger multiple times
against the same target during a round.

This weapon has an additional penalty of -1 to its to Hit roll if the target is within 9" of the
shooter. If there are no visible enemies within 9", Aim (Basic) allows shooter to reroll Target
priority test whenever picking a target at the long range and gives +2 to hit instead of +1
against target at Long range.

If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or
Injury roll is made. Instead, the target automatically gains a Flesh Wound and Webbed
condition.

Fighters subject to Webbed condition counts themselves as constantly being on Difficult


terrain. Webbed fighters cannot make Retreat (Basic) action. Ranged and melee attacks of

70
this fighter gain an additional -1 penalty to hit roll. Finally, webbed fighter has to make a
Strength check every time they make an action or reaction attack – if this check is failed,
fighter gain a Flesh Wound. If a fighter becomes Out of Action due to this, he counts as being
attacked by weapon with Non-Lethal trait.

Fighters who are not seriously injured or broken and are in base contact with a webbed
fighter or webbed themselves can make Cut the Web (Basic) action.

– fighter makes a Strength check. If successful, they, or a fighter in base


contact lose Webbed condition.

This weapon ignores Quick target condition.

When rolling to capture, player adds +1 to the roll for every enemy fighter who went OOA
because of this weapon. Fighters taken OOA by weapon with this trait do not roll on the
Injury table.

This type of equipment is used when the situation calls for it. It is stashed between battles.
Player may announce that their gang will use chosen equipment with this trait.

If scenario suggests that one of gangs was taken by surprise or was not ready for a battle,
make an Intelligence check for every fighter, who tries to bring «Situational» items: if
successful, he was smart enough to grab it with themselves, otherwise it stays in the stash
and no other fighter may attempt to bring it. Successfully bringing situational items changes
Gang rating and Squad rating. Make appropriate changes in fighter’s cards.

Fighters armed with shield gain a bonus to their saving throw against attacks originating
within the fighter’s vision arc, unless they are Pinned or Seriously Injured:

 +2, against melee attacks. Fighter has to use shield weapon when making reaction
attacks during this round.

 +1, against ranged attacks.

When firing with a Rapid fire weapon, a successful hit roll results in a number of wound rolls
equal to the highest number of bullet holes on one of rolled Firepower dice. If at least one
ammo symbol was rolled, only one wound roll is made.

71
If a successful hit results in multiple wound rolls, they can be split between multiple targets.
The first must be allocated to the original target, but the remainder can be allocated to other
visible fighters within 3", as long as there is a line of sight and are not harder to hit than
original target and these fighters are not in cover provided by terrain. When allocating to
wound rolls, pin fighters as if they were hit.

When firing with a weapon with this trait, roll a number of Firepower dice equal to the
number in brackets. A successful hit roll scores a number of hits equal to the sum of number
of bullet holes on the Firepower dice.

If a successful hit results in multiple wound rolls, they can be split between multiple targets.
The first must be allocated to the original target, but the remainder can be allocated to other
visible fighters within 3", as long as there is a line of sight and are not harder to hit than
original target and these fighters are not in cover provided by terrain. When allocating to
wound rolls, pin fighters as if they were hit.

If a successful hit roll for a weapon with this trait is equal or higher than target’s Strength,
they are immediately moved 1" directly away from the attacker. If the fighter cannot be
moved the full 1" because of impassable terrain or another fighter, they move as far as
possible and the attack’s Damage is increased by 1. A target may fall if their movement would
cause their base to cross the edge of a platform or pitfall.

If weapon with this trait would cause more than one wound roll against the same target, it is
moved an extra 1" for every wound roll after the first one. Only one wound roll’s Damage
can be increased by 1 because of impassable terrain or another fighter.

After a target was knocked back, all engaged friendly fighters may move after it, exactly like if
it was a consolidation at the end of a fight sequence. If target fell and fighters try to follow,
they have to pass an Initiative check not to fall.

If a Blast or Template weapon have the Knockback, roll a D6 for every fighter hit. If the result
is equal to or higher than their Strength, they are moved directly away from the centre of the
Blast marker or attacker with template weapon. If the centre of the Blast marker was over the
centre of their base, roll a Scatter dice to determine which way they are moved.

Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter
equipped with grenades can throw one as a Shoot (Basic) action. Add +1 to the hit roll if
there is any negative modifier to it when using a grenade (for example, attempting to throw a
grenade directly at the target in heavy cover will have a total modifier of hit roll -1).

A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when
attacking with it, instead after the attack has been resolved an Ammo check is made

72
automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that
type of grenade and cannot use them for the remainder of the battle.

The wielder of a Versatile weapon does not need to be in base contact with an enemy fighter
in order to Engage them in melee during their activation. They may Engage and make close
combat attacks against an enemy fighter during their activation, so long as the distance
between their base and that of the enemy fighter is equal or less that the distance shown for
the Versatile weapon’s Long range characteristic. For example, a fighter armed with a
Versatile weapon with a Long range of 2" may Engage an enemy fighter that is up to 2"
away, however he may not use any other weapons without Versatile trait or a weapon with
Versatile trait, but no sufficient range against such enemy. Fighter may make a Coup-de-
Grace against an Engaged target while not being in base contact, provided that they are not
Engaged with another fighter. Enemy fighter may not make Reaction attacks, unless they
possess Versatile weapon with sufficient range. Fighter may spread their attacks between
multiple targets, provided that they are within weapon’s reach and within vision arc, getting
appropriate assists or interference.

When making a Charge (Double) action with a fighter with Versatile weapon player may
premeasure distance and stop their fighter before making it into base to base contact. After
this fighter proceeds to make a free Fight (Basic) action using appropriate Versatile weapon.

If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.

The weapon utilizes an appropriate Blast marker.

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for
the attack. Whenever this weapon makes an Ammo check, roll 2D6 and pick the lowest
result. If one profile runs Out of Ammo, the other can still fire unless it has also run Out of
Ammo.

Any fighter hit by a Concussion weapon has their Initiative reduced by 2, to a minimum of 6+,
until the end of the round. In addition they have to pass an Initiative check – if failed, they
receive a -1 penalty to any hit rolls they make until the end of the round.

73
Grenades with the Demolitions trait can be used to destroy terrain features specified by
scenario or doors. Fighter makes one close combat attack (regardless of how many attack
dice they would normally roll), which hits automatically.

This weapon provides an addional attack to its wielder, but this attack may only be used with
this weapon. This weapon does not count towards the maximum number of weapons a
fighter can carry, but fighter cannot carry more than 10 weapons with this trait.

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use
any weapons when making Reaction attacks for the remainder of that round – they make
unarmed attacks instead.

If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to
drag the target close after the attack has been resolved. If they do, roll a D6. If the score is
equal or higher than the target’s Strength, the target is dragged straight towards the attacker
by a number of inches equal to attacker’s Strength, stopping if they hit any obstacles higher
than 2". Note that pinned fighter may fall from the edge of a platform – drag them
afterwards if that happens. If they move into another fighter (other than the attacker), both
fighters are moved the remaining distance towards the attacker (stopping if they move into
another fighters or any terrain). If the weapon also has the Impale trait and hits more than
one fighter, only the last fighter to be hit can be dragged.

If an attack made by this weapon hits and wounds the target, and the save roll is unsuccessful
(or no save roll is made), the projectile continues through them and might hit another fighter.
Trace a straight line from the target, directly away from the attacker. If there are any fighters
within 1" of this line, and within the weapon’s Long range, the one that is closest to the
target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon’s attack against
that fighter, subtracting 1 from the Strength. The projectile can continue through multiple
fighters in this way, but if the Strength is reduced to 0, it cannot hit any more fighters.

Hits scored by weaposn with the Engangle trait cannot be negated by the Parry trait. In
addition, if the hit roll for an Entangle weapon is a natural 6, any reaction attacks made by
the target become Improbable until the end of the round.

74
If this attack would result in an Injury roll being made for any reason, no Injury roll is made
and instead the opposing player makes a Nerve test for the target, subtracting 2 from the
result. If the test is failed, the target is immediately Broken and runs for cover.

If the fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative
check for the target. If it is failed, they become subject to the Blind condition. A Blind fighter
loese their Ready marker; if they do not have a Ready marker, they do not gain a Ready
marker at the start of the following round. Until the next time the fighter gains a Ready
marker, any Reaction attacks of this fighter are improbable.

Instead of making a wound roll for a Toxin attack, roll a D6. I the result is equal to or higher
than target’s Toughness, or is a natural 6 (or a natural roll of 5 and 6 when enhanced by
chem-synth), make an Injury roll for them. If the roll is lower than the target’s Toughness,
they shrug off the toxin’s effects. Note that target does not lose wounds and may still use a
save throw against toxin hit.

Toxin weapons do not affect inorganic targets; instead of the effect above, make a wound
roll with Strength 1 (or fighter’s strength when using melee toxin weapon) and Damage 1.
Use weapon’s original AP value.

When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound
roll is not made. Instead, roll a D6. If the result is equal or higher than target’s Toughness or is
a natural 6 (or a natural 5 if enhanced by a chem-synth), make an Injury roll for them. No save
roll can be made against gas weapon.

Mark the location where the gas weapon caused a hit with a blast marker or template
(depending on used gas weapon). After the weapon has been fired, leave the Blast marker or
Flame template (depending on used weapon) in place. Fighters who move into this area from
outside, start or end their activation partially or fully inside of it roll a D6. If the result is equal
or higher than target’s Toughness or is a natural 6 (or a natural 5 if enhanced by a chem-
synth), make an Injury roll for them. No save roll can be made against this attack.

Gas weapons are completely ineffective against inorganic targets.

Instead of rolling to wound normally with this weapon, any model caught in the Blast must
instead make a Strength check or suffer Damage with no armour save roll allowed. After the
weapon has been fired, leave the Blast marker in place. This area counts as being Difficult
terrain until the end of the Round – remove blast marker in the End phase.

75
Whenever fighter uses this weapon in close combat, they may make an additional attack
using other, ranged profile of this weapon. This attack is resolved using weapon skill and
Firepower dice and uses same hit modifiers as the used melee profile of this weapon.

This special rule is applied to some special ammo types which can be purchased for weapons.
If a weapon fails an Ammo check while using Limited ammo, they have run out – that ammo
is deleted from their Fighter card, and cannot be used again until more of that special ammo
is purchased. This is in addition to the normal rules for the weapon running Out of Ammo.
The weapon can still be reloaded as normal, using its remaining profile(s).

This weapon can be used during close combat attacks.

If a Short range attack from a weapon with this trait reduces a fighter to 0 wounds, no Injury
dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of
Action result. Always triggers on targets hit by booby traps, regardless of range.

After an enemy makes a close combat attacks (after hit rolls are made) against a fighter
armed with a Parry weapon, roll a D6: on a 4+ attack of your choice automatically misses. If
the fighter is armed with two parry weapons, roll a D6 for each weapon, but may not
attempt to parry the same attack more than once. Fighter has to make reactionary attacks
using Parry weapon they used to defend themselves until the end of the round.

When reloading it, no Ammo check is required for this weapon – it is automatically reloaded.

Attacks made by Power weapons cannot be Parried except by other weapons with the Power
trait. In addition, if the hit roll for a Power weapon is a natural six, no save roll can be made
against the attack (exceot Fuekd armour save rolls) and its Damage is increased by 1.

After making an Injury roll for an attack made by this weapon, the attacking player can roll a
D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, they can
change one Injury dice from a Flesh Wound result to a Serious injury result.

76
After fully resolving any successful hits a fighter suffers from a weapon with this trait, roll an
additional D6. If the roll is a 4 or higher, the fighter will suffer an additional Flesh Wound.

If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of
Damage.

This weapon cannot be reloaded during battle once it runs out of ammo.

When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.

Target hit by a seismic attack is always Pinned, regardless of skills or equipment it has. If the
wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.

If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically
succeed (no wound roll needs to be made). Then, proceed to make another wound roll for
the same attack as if it hit again, that wound roll is done as normal. Works only with first
wound roll for weapons with «Rapid Fire», «Hail of Fire» and «Scattershot».

Weapons with this Trait can be used to make ranged attacks, and can also be used in close
combat to make a single attack. Note that their accuracy bonus only applies when making a
ranged attack, not when used to make a close combat attack.

Only one firepower dice is rolled for a weapon with a Sidearm trait, regardless of other traits
that weapon may have.

Using this weapon does not remove «Hidden» condition from fighter when fighting in Pitch
black. Silent weapons are also handy in stealth missions.

This weapon can only be used once per game, after its use it automatically fails an Ammo
check and cannot be reloaded.

77
This weapon uses Flame templates.

This weapon takes two weapon slots instead of one. A shoot action made with this weapon
counts as a Double action as opposed to a Single action. In addition, a fighter who uses a
weapon with both the Unwieldy and Melee traits in close combat cannot use a second
weapon at the same time – this one requires both hands to use.

78
SKILL TABLES
D6 Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant
Blurry Dirty
Combat Commanding Ballistic
1 Advance Bull Charge Fighting Berserker Fast Shot
Master Presence Expert
(Catfall) Backstab
Bulging Counter-
2 Clamber Escape Artist Fearsome Inspirational Gunfighter Connected
Biceps attack
Disarming
Crushing Hip
3 Dodge Lunge Evade Impetuous Iron Will Fixer
Blow Shooting
Disarm
Parry
Nerves of
4 Mighty Leap Headbutt Mastery Infiltrate Mentor Marksman Medicae
Steel
Parry
Fencing
Precision
5 Spring up Hurl Rain of Lie Low True Grit Overseer Munitioneer
Shot
Blows
Recruiter
6 Sprint Iron Jaw Step Aside Overwatch Unstoppable Regroup Trick Shot
Savvy Trader

79
Agility

If this fighter has a Quick target condition, any enemy has to pass an Initiative check when
shooting this target. If that check is failed, that shot is treated as Improbable.

When this fighter climbs, the distance they move is not halved (in other words, they always
count as climbing up or down a ladder). Crawl through Ductway (Double) becomes a Basic
action. Also using Crawl (Double) action does not halve fighter’s movement.

If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the
attack is dodged and has no further effect (it counts as it it missed entirely, so traits that
would trigger on hit do not do so).

Moving across obstacles and barricades does not reduce fighter’s movement by 1". Fighter
automatically jumps over any gaps which are equal or shorter to fighter’s movement.

If this fighter is Pinned when they are activated, make an Initiative check for them. If the
check is passed, the fighter may make a Stand Up (Basic) action for free. If the check is failed,
the fighter may still stand up, but it costs one action as usual.

If this fighter already did Move (Simple) action during their activation, they make double their
movement characteristic for the second Move (Simple) they make.

80
Brawn

When an Active fighter makes Charge (Double) action and ends their movement in base to
base contact with an enemy, he immediately makes one unarmed attack with Concussion
trait. That attack automatically hits and cannot be parried.

This fighter may use a melee Unwieldy weapon in one hand rather than the usual two; fighter
may use use it alongside weapon with sidearm or or melee trait, as long as they don’t have an
Unwieldy trait. Fighter may shoot with Unwieldy weapon as a Basic action rather than
Double, in that case they receive a -1 to hit penalty. If that weapon has «Suspensors», then
instead of that effect that weapon gains +1 to Ammo checks.

Whenever this fighter attacks in close combat, they may select one successfully hit attack (this
cannot be attack made by a weapon with the Sidearm trait). The attack’s Strength and
Damage are increased by one.

Whenever this fighter is targeted by a Fight (Basic) action, but before it is carried, they may
pass an Initiative test. If successful, immediately make an Unarmed attack against an enemy
fighter in base contact.

The fighter may perform Grapple (Basic) whenever they’d be able to make Fight (Basic) or
Coup de Grace as a part of it and are in base to base contact with an enemy. Grapple (Basic)
does not provoke reaction attacks.

– Fighter makes a Strength check. If it fails, nothing happens; If successful, move enemy
fighter by distance equal or lower than Strength of fighter making a Grapple. When target of a grapple
stops, it becomes pinned and gets automatically hit by Strength 3 AP- D1. If Grappled target moves in base
to base contact with other fighter, both it and that fighter take an automatic hit Strength 3 AP- D1 and
become pinned. If grappled target can’t move due to impassable terrain, it moves as much as possible nad
stops. Grappled target does not hit fighter who initiated the throw. If grappled target’s base crosses edge of
platform or pitfall, it automatically falls.

All ranged or melee attacks against this fighter which were made by enemy fighters within 9 "
lower their Strength by 1 and saving rolls are increased by +1 against them - saving roll of this fighter
succeeds against such attacks on a natural 6+ regardless of their AP.

81
Combat

The fighter never suffers penalties to their hit rolls for interference, and can always grant
assists, regardless of how many enemy fighters they are Engaged with. Fighter also ignores
penalties when fighting over obstacles.

When this fighter makes Reaction attacks in close combat, they roll one additional Attack dice
for each of the attacker’s Attacks that failed to hit (whether they missed, were parried, etc)

Any close combat this fighter has gains Disarm trait. This fighter may reroll one wound roll for
a weapon with Disarm whenever they attack unarmed target.

If a close combat already had a Disarm trait, disarm triggers on a natural roll of 5 and 6 and
disarmed enemy stays disarmed until they are engaged (or until the end of the round).

The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If
they already have one weapon with this trait, they can parry up to three attacks. If they have
two weapons with parry, they can parry up to four attacks.

If this fighter did not make Charge (Double) action during this activation, then they may move
up to half of their movement characteristic before making Fight (Basic) action. All engaged
enemies have to be moved in such a way so they stay engaged with this fighter (their
controlling player chooses their facing after that move).

If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative
check for them. If the check is passed, the attack misses. This skill can only be used once per
enemy in each round of close combat – in other words, if an enemy makes more than one
attack, the fighter can only attempt to step aside from one of them.

82
Cunning

Any close combat this fighter has gains Backstab trait, except for weapons with Unwieldy.
Melee attacks made by this fighter outside of target’s vision arc ignore target’s armour saving
throws.

If this fighter charges a Pinned enemy and attacks with a weapon which already had a
Backstab trait, all attacks against that enemy are resolved as if the fighter was outside target’s
vision arc.

Once per round an Active fighter with this skill may make an immediate move of D3" if they
became target of Charge (Double). This fighter does not provoke Reaction attacks when
making Retreat (Basic). In addition, this fighter automatically escapes from capture if they
have a Skinblade.

This fighter always counts as if they were in partial cover when shot at at short range; they
count as if they were in full cover when shot at at long range.

Before deploying fighters, this fighter may be set up as Reinforcements, even if Scenario has
no Reinforcements. Whenever this fighter could enter the battlefield using standard
Reinforcements rules, they may instead be deployed within 6" of a friendly fighter and out of
Line of sight of enemies.

While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless
they are within the attacking weapon’s Short range. Does not affect weapons without short
distance. Whenever a fighter with this skill would become Pinned, they may move up to half
of their movement characteristic and then become Pinned; this move cannot be used to
Engage.

If this fighter is Active, and has a Ready marker on them, they can interrupt a visible enemy
fighter’s action as soon as it is declared but before it is carried out. This fighter loses their
Ready marker, then immediately makes a Shoot (Basic) action with an additional penalty of -1
to hit. If the enemy is Seriously Injured or Pinned, their activation ends immediately, and their
action(s) are not made.

83
Ferocity

The fighter gains +1A, +1STR, +1 CL and +1M" for every Flesh Wound they have. Whenever
this fighter makes Fight (Basic) action, they may remove one Flesh Wound.

If an enemy wishes to make a Charge (Double) action or Fight (Basic) action against this
fighter, they have to make a Willpower check. If that check is failed, their activation
immediately ends. Fearsome becomes Terrifying until the end of the battle, if this fighter
makes a Coup-de-Grace.

– Same as Fearsome, but in addition any enemy that activates within 6" of this fighter has to
make a Nerve test; if failed, they become broken.

This fighter may make both Coup-de-Grace and Consolidation. Fighter’s consolidation
becomes equal to their Movement characteristic instead of 2".

When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they
may choose not to be Pinned.

When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2
weapon would roll one dice). Against attacks with damage 1, roll an additional Injury dice,
the player controlling the fighter with True grit can then choose one dice to resolve.

If this fighter has a Flesh Wound, roll a D6 in the End phase: on a 4+ remove one Flesh
Wound marker from this fighter. If this fighter has no Flesh wounds and is Seriously Injured,
roll an additional Injury dice and pick one to resolve when making a Recovery test.

84
Leadership

This fighter may include one more fighter than normal as part of the group activation.

All friendly fighters within 6" of this fighter may use this fighter’s characteristics of Willpower,
Intellect, Leadership or Cool when making appropriate checks.

This fighter can never become Broken. This fighter does not flee the battlefield when failing
Cool check, but he counts as having no Leading by example (X) aura until the end of round.

Make an Intelligence check with this fighter whenever other friendly fighter within 6" gains
XP; if the check is successful, friendly fighter gains one additional XP. No more than one
additional XP can be gained by the same fighter in one scenario.

After battle, if this fighter took a part in it, roll a D6 for every fighter who also took part in it
(if they were in reinforcements, they had to enter the battlefield to count as participating). On
a roll of 6+ that fighter gains one additional XP.

This fighter may make a Leadership check when they make a Group activation. If successful,
they may include into it one visible friendly fighter regardless of distance (so a Leader with
Group activation (2) may activate one friendly fighter within 3" and one visible friendly fighter
outside of 3"). Usual Group activation restrictions stay the same, participants of Group
activation may not initiate more Group activations.

If this fighter is Active at the end of their activation, they may make a Leadership check. If
successful, every broken friendly fighter within 6" stops being broken. Once per game, when
making this action, this fighter may gain an XP for every broken friendly fighter affected by
Regroup.

85
Shooting

The fighter treats the Shoot action as Simple rather than Basic when using weapons without
Unwieldy, Blast trait or Template trait.

The fighter may use Twin Guns Blazing rule to attack with two weapons with the Sidearm
trait without suffering the -1 Penalty to their hit rolls and can, if they wish, target a different
enemy model with each weapon with the Sidearm trait. In addition, one sidearm weapon that
this fighter carries does not take space of three maximum allowed weapons.

If the fighter is Active, they can make the following action:

– The fighter may move up to double their Movement characteristic and then
make an attack with a ranged weapon (if it is not Unwieldy) receiving a -1 penalty to their hit roll. A fighter
may not use Run and Gun with weapons with Blast or Template traits, unless distance travelled this way is
less or equal to M+D3" (D3 is thrown before moving fighter).

Fighter with this skill may reroll Target priority tests. In addition, if the hit roll for a ranged
attack made by this fighter is a natural 6, they score a critical hit and the weapon’s Damage is
doubled. If they are firing a weapon which results in multiple hits and wound rolls such as
Rapid fire or Scattershot, damage is doubled only for the first hit.

Whenever the fighter with this skill aims with a ranged weapon without Blast or Template
trait, that weapon gains Knockback. If that weapon already had Knockback, then it pushes
targets by 2" instead of 1"

When Active or Pinned fighter with this skill activates while having a reloadable weapon
which is Out of Ammo, they may attempt an Initiative check; if successful, they may attempt
to reload their weapon with a free reload action.

86
Savant

Every time the gang which includes this fighter recruits a fighter (for example from a
Settlement), it may exchange recruited Juve for a Ganger, if this fighter passes a Leadership
check. Also whenever this gang hires a Ganger or a Champion, this fighter may attempt a
Leadership check – if successful, hired Ganger or Champion gains D3 XP. Fighter in recovery
does not provide bonuses of this skill.

Every time the gang which includes this fighter makes a Trading roll, it gains a +1 modifier
and may reroll it once during post-battle sequence. Fighter in recovery does not provide
bonuses of this skill.

During post-battle sequence the gang which includes this fighter receives a D3x10 credits.
Fighter in recovery does not provide bonuses of this skill.

Whenever this fighter assists a Seriously Injured fighter during Recovery test, roll an additional
Injury dice and pick one. Seriously Injured fighter does not get a Flesh Wound if Injury dice
result is a «Flesh Wound».

The fighter with a Munitioneer skill may select a ranged weapon used by one of their gang’s
members before the start of next battle: That weapon loses Scarce trait, otherwise any Ammo
checks for that weapon may be rerolled (except for ammo checks for Limited ammo). Fighter
in recovery does not provide bonuses of this skill.

Whenever this fighter activates, their controlling player may measure distance from that
fighter to any point on the battlefield within this fighter’s Line of Sight. In addition, this
fighter may attempt an Intelligence check whenever they make an Aim (Basic) action; if it is
successful, one of the following bonuses are in effect until the end of this fighter’s activation:

 Fighter increases Long distance of one of their ranged weapon by a Short distance
(except for grenades, melta and scattershot weapons)

 Fighter ignores Quick target condition when shooting.

87
UNIQUE SKILL TABLES
D6 Fanatism Palanite Drill
Devoted
1 Vox Threat
orator
Protected by Restraint
2
the flock Protocols
Tide of Non-Verbal
3
faithful communication
Crucible of
4 Teamwork
devotion
5 Martyrdom Threat Response

6 Zealot Got your six

88
FANATISM ( CAWDOR only )

Whenever this fighter successfully passes a Cool check, they may select Pinned friendly fighter
within their Line of sight: that fighter immediately becomes Active.

Whenever enemy shooter has to pass a Target priority check when choosing this fighter as a
target of a ranged attack they suffers a cummulative -1 penalty for every other visible fighter
from your gang that is closer to him and is not harder to hit than original target.

Whenever this fighter makes a Charge (Double) or Fight (Basic) actions, all friendly fighters
within 9" may activate after this fighter’s activation, as if it was a Group activation. However
all participants of this Group activation can’t make any actions but Charge (Double) and Fight
(Basic).

A fighter with this skill may make a Leadership test whenever a seriously injured fighter
activates within 9" of them; on success, Seriously Injured fighter stands up and becomes
active. At the end their activation they suffer a Flesh Wound and become Seriously Injured

Whenever this fighter becomes Out of Action, they may immediately become Active and
make Fight (Basic) or Shoot (Basic) action before they are removed. Your gang may
automatically pass a Bottle test during this turn.

Whenever this fighter makes a Coup-de-Grace, they may remove one Flesh Wound marker or
restore one lost wound. In addition this fighter gains +1 to their Leadership and Cool
characteristics until the end of scenario.

89
Palanite Drill ( Enforcer only )
1.

This fighter may read enemy their sentence whenever an enemy fighter initiates Group
activation within 18" from this fighter and has selected its participants. Select one of these enemies,
they have to pass a Nerve test or become Broken.

2.

Whenever this fighter makes a Coup-de-Grace, they may make one of the following actions
instead. This actions count as a Coup-de-Grace for scenario purposes and any possible
interractions with Coup-de-grace

 – remove selected injured fighter from the battlefield: he counts


as OOA. All enemy models within 9" have to pass Nerve test; enemy models within 3" have to pass
Nerve test with -2 penalty.

 – Shackle and subdue an enemy fighter. He is removed from the battlefield,


but does not count as OOA. At the end of the game, when rolling to see if you've captured an
enemy fighter add +1 to the roll for each different restrained enemy fighter.

Once per turn, whenever an enemy targets another non-engaged friendly fighter within 6" of
the fighter with Non-verbal communication skill with a non-blast, non-template ranged
attack, make a Leadership test with this fighter. On success, targeted friendly fighter is
pinned: if he is behind cover relative to shooter, attack automatically misses but firepower
dice is still rolled.

4.

Assisting and receiving assists in hand-to-hand combat gives +2 to hit instead of +1.

Whenever any friendly fighter shoots enemies who are engaged with the fighter with Threat
Response skill, they do not gain penalty for shooting at Engaged target and ignore this fighter
for the purposes of cover.

Whenever opponent ends a charge move within 6" of this fighter who is standing and active
and with ready token, immediately spend a ready token, and perform a Charge(double)
action towards that opponent with this fighter, followed by Fight(Basic) if you've made it into
basic contact with an enemy. This can interrupt enemy activation.

90

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