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The Infected

Regular Infected

They say it started deep in the sump, where the air’s too thick to breathe and the water eats through steel. A sickness that crawled up from the dark, rotting flesh and stealing minds. Now the underhive crawls with the Infected—scavvies, scum, even gangers—driven by nothing but hunger and the plague that binds them. They shamble in the thousands, swarm through the alleys, and claw at every bolted door. Some are little more than walking corpses, others twisted into feral beasts, and a few into horrors best left unspoken. To the living, they are all the same: the plague given form, and death with a thousand faces.

Shamblers

The lowest and most numerous of the infected, Shamblers are hive-scum who have rotted into little more than meat puppets. Slow and clumsy, they stagger through the underhive in unending throngs. Though they lack speed or wit, their sheer numbers and unnatural resilience make them a constant, grinding threat.

Shambler
MWSBSSTWIALdClWilInt
2D6"5+6+3316+112+4+4+12+

Skills: Iron Jaw

Special Rules: Infected

Special Rules

Infected:

  • Shamblers cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Shamblers cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.

  • In the Recovery phase, Seriously Injured Shamblers stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Shamblers subject to the Blaze condition act normally.

  • Shamblers can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Shamblers will only Fight (basic)

  • Shamblers infect any model they wound in close combat on a 3+.

Infected Gangers

Once Gangers of the underhive, these wretches have been claimed by the plague but not yet reduced to mindless husks. Their bodies twitch with unnatural vigor, and scraps of their old training remain, twisted into feral cunning. They fight with the weapons still clutched in rotting hands, heedless of injury, driven only by the infection’s hunger.

Infected Ganger
MWSBSSTWIALdClWilInt
2D6"-6+---6+-----

Skills: Iron Jaw, (Lose other skills)

Special Rules: Infected Ganger

Special Rules

Infected Ganger:

  • Infected Gangers cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Infected Gangers cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.

  • In the Recovery phase, Seriously Injured Infected Gangers stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Infected Gangers subject to the Blaze condition act normally.

  • Infected Gangers can only make a single move each activation, If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Infected Gangers will only Fight (basic)

    • Infected Gangers may make a ranged attack after moving, provided they are not engaged.
  • Infected Gangers infect any model they wound in close combat on a 3+.

  • Models from the same faction as the Infected Ganger must make a cool check before making a ranged attack or charge against this model. If failed, they may target another eligble model.

Lurchers

Where most of the infected stagger and crawl, the Lurcher hunts. Twisted into a beastlike parody of life, these creatures bound and scramble through the dark with unsettling speed. Their limbs are warped, stretched taut with plague-born sinew, and their movements mimic the feral packs of sump-hounds that stalk the hive depths.

Lurcher
MWSBSSTWIALdClWilInt
3D6"4+6+3315+212+4+4+12+

Skills: Clamber

Special Rules: Lurcher

Special Rules

Lurcher:

  • Lurchers cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Lurchers cannot be made insane.

  • Lurchers subject to the Blaze condition act normally.

  • Lurchers can only make a single action each activation, and move *3D6" discarding the lowest when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Lurcher will only Fight (basic)

  • Lurchers infect any model they wound in close combat on a 3+.

Spitters

Among the infected, some bodies bloat and warp until their innards slosh with foul contagion. These wretches are known as Spitters, their jaws distending to vomit great gouts of virulent slime across the hive. The ooze burns flesh, fouls weapons, and carries the infection deeper into the ranks of the living. Grotesque and cowardly, Spitters linger behind the shambling horde, using their bile to weaken prey before the swarm closes in.

Spitter
MWSBSSTWIALdClWilInt
5"5+4+3315+112+4+4+12+

Skills: Evade

Special Rules: Spitter

Special Rules

Spitter:

  • Spitters cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Spitters cannot be made insane.

  • Spitters subject to the Blaze condition act normally.

  • Spitters can do not attempt to get into close combat with other models, instead they attempt to get within 9" of an enemy model.

  • Spitters within 9" of a valid taget will use their actions to make a Bile Spit (Simple) action.

    • Bile Spit (Simple): Make a ranged attack with the following profile S4 AP 0 D1
      • If wounded the target becomes infected on a roll of a 4+
  • Spitters infect any model they wound in close combat.

  • If taken out of action, all models within 1" must make an initative test, if failed they take an automatic hit from the Bile Spit attack.

Bursters

Some victims of the plague swell with noxious gases and fester until their bodies resemble little more than walking cysts. These are the Bursters, groaning sacks of rot that stagger toward the living with dreadful purpose. Though clumsy, they charge with manic determination, hurling themselves into their prey before rupturing in a spray of infectious filth.

Burster
MWSBSSTWIALdClWilInt
2D6"6+6+3426+112+4+4+12+

Skills: True Grit

Special Rules: Burster, Corpse Explosion

Special Rules

Burster:

  • Bursters cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Burster cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Seriously Injured as Out of Action results.

  • If taken out of action, the Corpse Explosion rule activates.

  • Bursters subject to the Blaze condition act normally.

  • Bursters can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them with 2" of an enemy the Corpse Explosion rule activates.

Corpse Explosion:

  • Place a large blast over this model, all other models under the blast take a S5 AP-2 D2 hit.
  • Any fighters wounded by this are infected on a 3+.

Hulks

When the infection takes root in an Ogryn, the result is a nightmare few survive to describe. Called Hulks by the underhive, these plague-beasts are slabs of muscle and bone wrapped in rotting flesh, their brutish strength only amplified by the sickness.

Hulk
MWSBSSTWIALdClWilInt
2D6"4+6+5636+312+4+4+12+

Skills: Iron Jaw, True Grit

Special Rules: Hulk

Special Rules

Hulk:

  • Hulks cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Hulks cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror.

  • In the Recovery phase, Seriously Injured Hulks stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Hulks subject to the Blaze condition act normally.

  • Hulks can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Hulks will only Fight (basic)

  • Hulks infect any model they wound in close combat on a 3+.

Special Infected

Among the endless tide of shambling scum, darker shapes sometimes rise. The underhivers whisper of them in hushed tones things touched deeper by the plague, swollen with its gifts and cursed with its malice. These are the Special Infected: monsters that stalk the ruins like apex predators, each one twisted into a nightmare that no ganger wants to face in the dark

The Witch

Among the endless tide of shamblers, there is whispered to be one far more terrible. Known only as the Witch, she does not stumble blindly like the others but watches, waiting. Her eyes burn with a sickly light, her whispers gnaw at the mind, and the plague itself seems to bend around her.

The Witch
MWSBSSTWIALdClWilInt
6"4+4+3324+28+4+4+6+

Skills: Evade, Lie Low

Special Rules: Witch, Precognition

Special Rules

Witch:

  • Cannot be made Insane.
  • If taken Out of Action, roll an Injury dice instead of removing her like a regular Roaming Horror.
  • In the Recovery phase, if Seriously Injured, she stands back up, recovering from her injuries, but does not gain a Ready marker in the following round.
  • If subject to the Blaze condition, she continues to act normally.
  • If within 12" and line of sight of an eligible target, she will attempt to Manifest.

Manifest (Simple): Make a Willpower check as if manifesting a psychic power. If successful, roll a D3 and apply the result to the target:

  1. Terrify: Target immediately makes a Nerve test with a –3 modifier. On a failure, they become Broken.
  2. Mind Control: Target immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting the closest eligible fighter from their gang.
  3. Hallucinations: Target immediately gains the Insane condition.

Precognition: The first time this fighter is required to make a save roll each round, they instead count as having a 2+ invulnerable save.

The Creeper

The Creeper
MWSBSSTWIALdClWilInt
6"2+6+5444+412+4+4+12+

Skills: Evade, Clamber, Dodge

Special Rules: Creeper

Special Rules

Hulk:

  • Hulks cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Hulks cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror.

  • In the Recovery phase, Seriously Injured Hulks stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Hulks subject to the Blaze condition act normally.

  • Hulks can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Hulks will only Fight (basic)

  • Hulks infect any model they wound in close combat on a 3+.

The Beast

Hulk
MWSBSSTWIALdClWilInt
2D6"4+6+5636+312+4+4+12+

Skills: Iron Jaw, True Grit

Special Rules: Hulk

Special Rules

Hulk:

  • Hulks cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Hulks cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror.

  • In the Recovery phase, Seriously Injured Hulks stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Hulks subject to the Blaze condition act normally.

  • Hulks can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Hulks will only Fight (basic)

  • Hulks infect any model they wound in close combat on a 3+.

The Bile

Hulk
MWSBSSTWIALdClWilInt
2D6"4+6+5636+312+4+4+12+

Skills: Iron Jaw, True Grit

Special Rules: Hulk

Special Rules

Hulk:

  • Hulks cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Hulks cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror.

  • In the Recovery phase, Seriously Injured Hulks stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Hulks subject to the Blaze condition act normally.

  • Hulks can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Hulks will only Fight (basic)

  • Hulks infect any model they wound in close combat on a 3+.

The Vomitus

Hulk
MWSBSSTWIALdClWilInt
2D6"4+6+5636+312+4+4+12+

Skills: Iron Jaw, True Grit

Special Rules: Hulk

Special Rules

Hulk:

  • Hulks cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Hulks cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror.

  • In the Recovery phase, Seriously Injured Hulks stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Hulks subject to the Blaze condition act normally.

  • Hulks can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Hulks will only Fight (basic)

  • Hulks infect any model they wound in close combat on a 3+.

The Heavy

The Heavy
MWSBSSTWIALdClWilInt
4"4+3+5636+212+4+4+12+

Skills: Fast Shot

Special Rules: The Heavy

Equipment: Plague Stubber

Special Rules

The Heavy:

  • The Heavy cannot be Pinned and automatically pass any Cool checks they are required to take.

  • The Heavy cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.

  • In the Recovery phase, if Seriously Injured will stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • If subject to the Blaze condition will act normally.

  • If within 48" of a valid taget will use their actions to make a ranged attack.

  • Will infect any model they wound in close combat on a 3+.