Infected Gangs
Necromunda is riddled with sickness. The infection of the tyranids, the dreaded Genestealer cult is already well spread upon the planet with many gangs already under the Xenos's sway. The Malstrain however is a newer and far more dangerous threat, an artificial creation by a rogue Magos Biologis this twisted and deformed infection is spreading out from it's centre on Secundus growing in the dark places of Necromunda.
Overview
House Gangs, Genestealer Cults, Corpse Grinder Cults, and Enforcers only.
Malstrain Infected"Whispers from beyond the Ash Wall… the Malstrain does not offer salvation—it remakes you."
The Malstrain is not merely a cult—it is an infection of the soul, a grotesque communion with something ancient and wrong. Gangs that submit to the Malstrain's influence tap into powers and mutations unseen in the underhive, warping their very flesh and minds in service to a forgotten hunger. Whether willingly corrupted from the start or gradually broken into obedience over a campaign, the rewards are... monstrous. With unsanctioned psychic powers, alien brute reinforcements, and forbidden bio-weapons, the infected become more than human—and far less.
Genestealer Infected"The truth is simple, and the truth is unity. One brood, one purpose, one ascension."
Those who fall under the sway of a Genestealer Cult are often unaware of the full price until it’s far too late. A Genestealer Infected gang is part of a sprawling alien conspiracy, blessed with strange mutations, hidden strength, and the quiet promise of a coming uprising. By pledging loyalty to the Four-Armed Emperor, they gain access to abominable allies, forbidden arms, and bizarre gifts of mutation. Whether recruited in the dark or born into devotion, these gangs carry out their mission with unwavering faith—and an extra arm or two.
Malstrain Infected
Infecting a gang with the Malstrain's curse can be done in one of two ways: either the gang may either being the game infected by the Malstrain or they can become one during a campaign.
During gang creation a player can decide if their gang carries the Malstrain taint. While they are not neccessarily Outlaw, Malstrain Genestealers, Coalescents and Tyramutes are considered "Illegal" for the purposes of determining if they become outlaw. During a campaign, a player can attempt to embrace their Malstrain masters' ways by having their gang submit to a Malstrain Cult after any game. Then, in the post-battle sequence their Leader can seek out a cult by making an Intelligence check. If successful they have found a cult and can join it. If they fail, they can try again after their next game.
Alternatively, if there is a player in the campaign who is already running a Malstrain gang, or a gang Infected by the Malstrain, and they agree, the prospective cult gang can join the cult without the need to pass an Intelligence check.
A Malstrain Infected gang gains the following benefits:
- The gang Leader may be upgraded to an Unsanctioned Psyker for a cost of 35 Credits, they must select their first Wyrd Power from the Malstrain Wyrd Power table.
- The ability to hire 0-3 Malstrain Genestealers as Brutes, 0-1 Malstrain Coalescent as a brute and any number of Brood Scum as gangers.
- Leaders and Champions in the Gang may purchase 0-2 Malstrain Tyramites each
- A Malstrain Infected Gang may also be a Gang of Renown with access to Hermiatus, the Second Son (200 Credits) or Malstrain Alpha (250 Credits)
Genestealer Infected
Infecting a gang with the Genestealer's curse can be done in one of two ways: either the gang can begin enthralled by a Genestealer Cult or they can join one during a campaign.
During gang creation a player can decide if their gang carries the Genestealer taint. While they are not neccessarily Outlaw, Abberants and Genestealers are considered "Illegal" for the purposes of determining if they become outlaw. During a campaign, a player can attempt to embrace their Genestealer masters' ways by having their gang submit to a Genestealer Cult after any game. Then, in the post-battle sequence their Leader can seek out a cult by making an Intelligence check. If successful they have found a cult and can join it. If they fail, they can try again after their next game.
Alternatively, if there is a player in the campaign who is already running a Genestealer Cults gang, or a gang Infected by a Genestealer Cult, and they agree, the prospective cult gang can join the cult without the need to pass an Intelligence check.
A Genestealer Infected gang gains the following benefits:
- The gang Leader may be upgraded to an Unsanctioned Psyker for a cost of 40 credits or an Extra Arm for 35 credits. If upgraded to a Psyker they may also purchase 0-1 Psychic Familiars
- The ability to hire 0-2 Aberrants as gangers, 0-1 Purestrain Genestealers and 0-1 of each of the Genestealer Infected hanger-ons.
- The Cult Icon is added to the gang equiptment list
- When recruiting new Juves they may be made "Hybrids" by purchasing an Extra Arm for 35 Credits
Note that with the exceptions detailed previously, Clan House gangs retain access to their House Weapon lists and use the skill lists applicable to their gang.
Extra Arm
Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. One weapon with the Unweildy special rule may be weilded in one hand during melee and may be fired as a Basic action rather than a double. Additionally, a model with an Extra Arm may carry a fourth weapon and may attack with three weapons with the Sidearm and/or Melee traits rather than the usual two. This means that one additional attack can be made in close combat if armed with three melee or sidearm weapons and that when using the Twin Guns Blazing special rule up to three ranged attacks with Sidearms can be made (there is still only a -1 to hit modifier unless they have the gunfighter special rule)
Genestealer Infected Fighters
Purestrain Genestealer
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 3+ | 6+ | 4 | 4 | 3 | 3+ | 3 | 7+ | 4+ | 6+ | 10+ |
Skills: Dodge, Evade, Nerves of Steel and Rain of Blows
Wargear: Mesh armour, bio-booster
Special Rules: Gang Hierarchy (Champion), Xenos Abomination
Special Rules
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Purestrain fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.
Xenos Abomination: This fighter may not perform post-battle actions.
Skills: When recruited, a Purestrain Genestealer has the Dodge, Evade, Nerves of Steel and Rain of Blows skills. These skills do not cost any XP and do not increase the fighter’s credits value.
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
Primary | - | Secondary | Secondary | Secondary | — | — | — | - |
Equipment
A Purestrain Genestealer is equipped with razor-sharp claws, a venomous bite, mesh armour and a bio-booster (included in their starting cost).
Psychic Familiar
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4 | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ |
Skills: Catfall, Clamber
Wargear: A Psychic Familiar carries no weapons and will always make unarmed attacks
Special Rules: Omen of Fortune, Precognition
Special Rules
Omen of Fortune: A Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition.
Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other fighters, but the Familiar's owner is assumed to have somehow dodged clear.
Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing.
Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was.
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
Secondary | - | - | Primary | - | — | — | — | - |
Abberant
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ |
Skills: Unstoppable
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
- | Primary | Secondary | Secondary | Primary | — | — | — | - |
Equipment
An Aberrant starts with no equipment. They can only be armed with Close Combat weapons. An Aberrant may be given armour but may take no other Wargear.
Weapons
Item | Credits | STATUS ITEMS: CLOSE COMBAT WEAPONS |
---|---|
Chainsword | 25 |
Fighting knife | 15 |
Heavy rock drill/* | 90 |
Heavy rock saw* | 120 |
Heavy rock cutter* | 135 |
Power hammer | 45 |
Power maul | 30 |
Power pick | 40 |
Power sword | 45 |
Shock stave (Staff of Office) | 25 |
Shock whip | 25 |
Two-handed hammer | 35 |
Weapons
Item | Credits | STATUS ITEMS: ARMOUR |
---|---|
Hazard Suit | 10 |
Flak armour | 10 |
Mesh armour/* | 15 |
Biophagus
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ |
Skills: Medicae
Wargear: Laspistol or stub gun, Medicae kit
Special Rules: Medical Escort, Xeno-Human Biologist
Special Rules
Medical Escort: Make 1 free Medical Escort per Biophagus in the post-battle sequence (in addition to normal Medical Escorts). However, a result of 6 on the table is treated as Stabilised rather than a full Recovery (thanks to the Doc’s comparatively limited supplies and the lack of proper medical technology).
Xeno-Human Biologist: If this hanger-on is present than for 35 credits fighters may purchase an Extra Arm just like wargear during the post-battle sequence, however the Biophagus must make an Intelligence check for each Extra Arm purchased in this way, on a failure the fighter buying the arm is placed into recovery.
In addition if a fighter dies due to a Critical Injury result on the lasting injury table the Biophagus may take a post-battle action to “save” them. On a successful intelligence check add a new Abberant to the gang. If this would take the gang over the limit for Abberants one must be retired.
Nexos
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 6+ |
Skills: Overseer
Wargear: Laspistol or stub gun, Mesh Armour, Data Thief
Special Rules: Strategic Mastermind, Master of the Field
Special Rules
Strategic Mastermind: If this hanger-on is part of your gang you gain +1 to the priority roll on the first turn.
In addition, in missions without the Reinforcements special rule, up to 3 fighters that are part of the crew, instead of being deployed may instead be added to a reinforcements deck and arrive as reinforcements at the start of the second turn.
Master of the Field: If this hanger-on is part of your gang then before deployment you may choose to alter the dimension of one deployment zone by 3" - larger or smaller.
Saboteur
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 6+ | 7+ | 5+ |
Skills: Lie Low, Infiltrate
Wargear: Demo Charge, Blasting Charges, Krak Grenades, Hazard Suit
Special Rules: Explosives Expert, Reductus Saboteur, Gang Fighter
Special Rules
Explosives Expert: The Saboteur may re-roll failed ammo checks for grenades.
Reductus Saboteur: After the Saboteur has deployed, the controlling player may either deploy 1 Melta Trap, D3 Gas Traps or 2D3 Frag Traps within 18" of the Saboteur. In addition if the Saboteur is on the battlefield the controlling player may re-roll 1's when determining if a trap goes off.
Malstrain Fighters
Malstrain Genestealer
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 3+ | 6+ | 4 | 4 | 3 | 3+ | 3 | 7+ | 4+ | 6+ | 10+ |
Skills: Dodge, Evade, Nerves of Steel and Rain of Blows
Wargear: Mesh armour, bio-booster
Special Rules: Gang Hierarchy (Champion), Xenos Abomination
Special Rules
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Malstrain fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.
Xenos Abomination: This fighter may not perform post-battle actions.
Skills: When recruited, a Malstrain Genestealer has the Dodge, Evade, Nerves of Steel and Rain of Blows skills. These skills do not cost any XP and do not increase the fighter’s credits value.
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
Secondary | - | Primary | Secondary | Secondary | — | — | — | - |
Equipment
A Malstrain Genestealer is equipped with razor-sharp claws, a venomous bite, mesh armour and a bio-booster (included in their starting cost) and may purchase additional Wargear from the Malstrain Genestealer equipment list:
During the course of a campaign, a Malstrain Genestealer may be given additional Wargear purchased from this list.
Item | Credits | STATUS ITEMS: EXOTIC BEASTS |
---|---|
Malstrain Tyramite | 70 |
Malstrain Coalescence
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 6+ | 6+ | 7+ |
Skills: 1 Primary (chosen)
Wargear: Flak armour
Special Rules: Gang Hierarchy (Champion), Flight, Shadow of the Malstrain, Xenos Abomination
Special Rules
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Malstrain fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.
Xenos Abomination: This fighter may not perform post-battle actions.
Flight: A Malstrain Coalescence ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.
Shadow of the Malstrain: A fighter with this special rule is a non-sanctioned Psyker, as described in the Necromunda Core Rulebook, is able to use the Malstrain Wyrd Powers and when recruited may select a single Malstrain Wyrd Power they know.
During Campaign play, this fighter may gain additional Wyrd Powers from the Malstrain Wyrd Power list in exactly the same way as they might gain a Primary skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power).
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
- | - | Secondary | Primary | Secondary | — | — | — | - |
Equipment
A Malstrain Coalescence is equipped with feeder tendrils and flak armour (included in their starting cost) and may purchase additional Wargear from the Malstrain Coalescence equipment list:
During the course of a campaign, a Malstrain Coalescence may be given additional Wargear purchased from this list.
Item | Credits | STATUS ITEMS: EXOTIC BEASTS |
---|---|
Malstrain Tyramite | 70 |
Malstrain Brood Scum
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
Special Rules: Gang Fighter (Ganger), Promotion (Malstrain Specialist), Tools of the Trade (Malstrain Specialist only)
Special Rules
Gang Fighter (Ganger): Fighters with this special rule form the backbone of Malstrain gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Promotion (Malstrain Specialist): During Campaign play, a Malstrain Brood Scum may become a Malstrain Specialist. A Malstrain Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills (note, a gang may not start with a Malstrain Specialist).
Tools of the Trade (Malstrain Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Skill Access
Malstrain Specialists have access to the following skill sets (note, however, that a Malstrain Brood Scum may not gain additional skills):
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
- | - | - | Primary | Secondary | — | — | — | - |
Equipment
Malstrain Brood Scum and Malstrain Specialists may purchase weapons and Wargear from the Malstrain Brood Scum equipment list:
- During the course of a campaign, both Malstrain Brood Scum and Malstrain Specialists may be given additional weapons and Wargear purchased from this list and from the Trading Post.
- A Malstrain Brood Scum may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list and the Trading Post.
- Once promoted, a Malstrain Specialist may only be equipped with weapons chosen from the Basic Weapons, Pistols, Close Combat Weapons and Special Weapons sections of this list and the Trading Post.
Weapons
Item | Credits | STATUS ITEMS: BASIC WEAPONS |
---|---|
Autogun | 15 |
Lasgun | 15 |
Sawn-off shotgun with scatter ammo | 15 |
Shotgun with solid & scatter ammo | 30 |
PISTOLS | |
Autopistol | 10 |
Laspistol | 10 |
Stub gun | 5 |
- Dumdum rounds | 5 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Chainsword | 25 |
Fighting knife | 15 |
Flail | 20 |
Maul (club) | 10 |
Two-handed axe* | 25 |
Two-handed hammer* | 35 |
Wargear
Item | Credits | STATUS ITEMS: GRENADES |
---|---|
Blasting charges | 35 |
Frag grenades | 30 |
Krak grenades | 45 |
Smoke grenades | 15 |
ARMOUR | |
Flak armour | 10 |
Hazard suit | 10 |
Mesh armour | 15 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Drop rig | 10 |
Filter plugs | 10 |
Photo-goggles | 35 |
WEAPON ACCESSORIES | |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
Malstrain Tyramite
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
7" | 4+ | 6+ | 3 | 2 | 1 | 2+ | 1 | 8+ | 5+ | 6+ | 10+ |
Skills: Dodge
Equipment: A Malstrain Tyramite is armed with a stinger and equipped with flak armour and a bio-booster.
Special Rules: Flight
Special Rules
Flight: A Malstrain Tyramite ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.
Skill Access
Should a Malstrain Tyramite become a Specialist, it has access to the following skill sets:
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
Primary | - | - | Secondary | - | — | — | — | - |
Infected Favour Table
Outcast from their parent house, the Infected and Genestealer gangs of the underhive must rely on the fickle favours of the ruinous powers.
Genestealer Cults and Infected gangs must use this favour table.
Genestealer Cult Gangs may roll on this table twice, getting 2 favours that week (No Duplicates)
2D6 | Genestealer Infected Result | Malstrain Infected Result |
---|---|---|
2 | Brood Cull | Brood Cull |
3-4 | Brood Whispers | Life in the Depths |
5-7 | Industry of War | Ingenuity of the Underhells |
8-9 | Alien Evolution | Coalescing Evolution |
10 | A True Birth | Roaming Predator |
11-12 | A Four Armed Reverend** | Master of Horrors** |
**Once per campaign
Brood Cull
Weakness within the brood cannot be allowed to fester and grow. The player chooses one of their Juves or Gangers and removes them from their gang. The gang may add the fighter's weapons and equipment to the gang's stash
Brood Whispers
Psychic whispers from cursed Secundus echo in the minds of the brood. The player chooses a fighter in their gang. This fighter can gain a random skill from either its Primary or Secondary skill groups for the duration of the battle.
Life in the Depths
At the start of each battle this week, before rolling for priority, D3 fighters may make a free move action.
Industry of War
The player may select up to 100 credits worth of weapons and wargear from their House Equipment list. However, the weapons are far from the highest quality, and all Ranged Weapons gain the Unstable trait and all Melee Weapons gain the Reckless trait, if they did not have these traits already.
Ingenuity of the Underhells
The player may select up to 100 credits worth of weapons and wargear from their House Equipment list. However, what the Malstrain can scavenge up is often limited in supply, all Ranged Weapons gain the Scarce trait if they didn't have it already, or the Limited trait if they did, all melee weapons modify their AP characteristic up by 1 so a weapon with AP -2 would instead have AP -1
Alien Evolution
The player may add a free Juve to their gang which comes with one free weapon and one free piece of wargear. In addition the juve starts with a Third Arm and either the Fearsome or Gunslinger skills. Alternatively the player may choose to give the skill and third arm to an existing juve, and the new juve starts with only the weapon and wargear.
Coalescing Evolution
The player may add a free Juve to their gang which comes with one free weapon and one free piece of wargear. The Juve gains the Unsanctioned Psyker special rule, and must select a power from the Malstrain Wyrd Powers table. Alternatively the player may choose to evolve an existing juve, and the new juve starts with only the weapon and wargear. At the end of each battle the juve took part in consult the table below as the juve continues to evolve.
Battles since the Juve started their evolution | New Feature |
---|---|
1 | The Juve receives a free toughness advance |
2 | The Juve receives a free Willpower advance |
3 | The Juve becomes equipped with Feeder Tendrils if they are already equipped with the maximum number of weapons one is returned to the stash, they must be armed with the Feeder Tendrils |
4 | The Juve receives a free Willpower advance |
5 | The Juve gains the Flight special rule |
Flight: The fighter Coalescence ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.
A True Birth
The gang may add a Purestrain Genestealer to their gang for free this week during step 6 of the pre-battle phase
Roaming Predator
The gang may add a Malstrain Genestealer to their gang for free this week during step 6 of the pre-battle phase
A Four Armed Reverend
The leader of the cult has become an icon of leadership for the cult, and starts to require greater protection on the battlefield
The Gang Leader receives an Abberant Bodyguard and learns all skills in the Leadership skill table.
Master of Horrors
Life in the Underhells has given the leader of the Malstrain Infected gang a sixth sense for anticipated and understanding the feral Malstrain within
After deployment, each player may deploy 3 spawn points each, one in each players deployment zone and one in neither deployment zone, and not within 12'' of another spawn point.
At the start of each end phase the leader or champion of the Malstrain gang must make an Intelligence or Leadership check. On a success the controlling player may immediately roll on the Roaming Horror table below and deploy the result in contact with a spawn point. On a failure their opponent instead places the Roaming Horror in contact with a spawn point. These Roaming Horrors are not part of either gang and act as roaming horrors do normally.
D66 | Roaming Horror |
---|---|
11-36 | D3 Malstrain Tyramites |
41-46 | D3 Brood Scum |
51-56 | D3 Brood Scum and 1 Brood Scum Leader |
61-65 | Malstrain Genestealer |
66 | Malstrain Genestealer Prime |
House Agents
Abberant Bodyguard
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 6+ | 5 | 4 | 3 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ |
Skills: Nerves of Steel, Unstoppable, Threat Response(Palatine Drill)
Special Rules: Xenos Bodyguard
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
- | Primary | Secondary | Secondary | Primary | — | — | — | - |
Equipment
An Aberrant starts with no equipment. They can only be armed with Close Combat weapons. An Aberrant may be given armour but may take no other Wargear.
Weapons
Item | Credits | STATUS ITEMS: CLOSE COMBAT WEAPONS |
---|---|
Chainsword | 25 |
Fighting knife | 15 |
Heavy rock drill* | 90 |
Heavy rock saw* | 120 |
Heavy rock cutter* | 135 |
Power hammer | 45 |
Power maul | 30 |
Power pick | 40 |
Power sword | 45 |
Shock stave (Staff of Office) | 25 |
Shock whip | 25 |
Two-handed hammer | 35 |
Wargear
Item | Credits | STATUS ITEMS: ARMOUR |
---|---|
Hazard Suit | 10 |
Flak armour | 10 |
Mesh armour | 15 |
Special Rules
Xenos Bodyguard: The Aberrant Bodyguard is an exotic pet that may only be equipped to a gang leader.
In addition If the Abberant's owner is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto the Abberant Bodygaurd if it is within 2" of the owner.
Salvation comes from the stars.