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Corrupted Gangs

These outlaw warbands have been tainted by the warp, Xenos contact, or unsanctioned tech. Though shunned by the rest of the Hive, they thrive in the dark.


Overview

House Gangs, Helot Cults, Corpse Grinder Cults, and Enforcers only.

Chaos gangs, specifically corrupted house gangs have always had a lot of benefits and not much cost. Below is a supplement that makes playing a chaos corrupted gang really feel like a chaos gang as well as bringing in a lot of drawbacks in exchange for this power.

This is a very rules heavy gang variant, there’s a lot to keep track of so avoid it if you're new to necromunda or don’t like lots of rules.


Cost of Corruption

Corrupted gangs may not recruit non-chaos dramatis personae and Corrupted Gangs are always considered Outlaw.


Patron God

All corrupted gangs must pledge their soul to one of the following Patron Gods at creation. This cannot be changed later.

Additionally, your Patron God grants the following boons. A Gang Drawback is always active.

Unaligned

Leader Bonus: +1 WS or +1 BS
Spawn Bonus: +1 Attack
Gang Bonus: If you have sucesfully perfomed a Dark Ritual this week; all Fighters gain a 6+ field save

Gang Drawback: Count the number of natural 1’s you’ve rolled this battle. Each time it reaches 8 one fighter in your gang must be sacrificed and immediately goes OOA. After which reset the count back to 0.

The Plague Lord

Leader Bonus: +1 Wound
Spawn Bonus: +1 Toughness
Gang Bonus: If you have sucesfully perfomed a Dark Ritual this week; all Fighters gain the benefits of a Bio-booster.

Gang Drawback: Any fighter that is taken out of action the first time they are hit must roll twice on the lasting injury table and apply the higher result.

The Blood God

Leader Bonus: +1 Attack
Spawn Bonus: +1 Strength
Gang Bonus: If you have sucesfully perfomed a Dark Ritual this week; all Fighters gain Blood Rage.

Blood Rage: At the start of a fighter's activation they may choose to succumb to the Blood Rage. Fighters under the effect of Blood Rage gain Berserker, Bull Charge, and Nerves of Steel. Fighters hit by an attack may also succumb to blood rage, after resolving being hit, make a Willpower check, if failed they become subject to Blood Rage.

However, fighters under the effects of Blood Rage may only perform the following actions; Move, Charge, Fight, Coup, Stand Up.

Gang Drawback: Any fighter fails to cause a wound on an enemy after charging changes their Toughness to 1 for the rest of the battle.

The Architect of Fate

Leader Bonus: +1 Random Psychic power for the duration of the battle (Pick the Discipline)
Spawn Bonus: 4+ Save
Gang Bonus: If you have sucesfully perfomed a Dark Ritual this week; all Fighters may use the Fate Die

Fate Dice: At the start of each round before rolling for priority roll 1D6 and place it to one side. At any point that round before making a roll, 1 die may be replaced by the Fate Die. The Fate Die is then consumed, also if it is not used by the end of the round it is also consumed.

Gang Drawback: In addition to taking a lasting injury when taken OOA. All fighters gain a random Chaos Mutation on a 4+ when taken OOA. However on a 6 they gain a random Outcast Mutation instead.

The Dark Prince

Leader Bonus: +2 Movement
Spawn Bonus: When moving, roll 2D6 and pick the highest.
Gang Bonus: All Fighters gain Clamber and may add D6” of movement to any Leap action (roll after declaring)

If you have sucesfully perfomed a Dark Ritual this week; Once per round, during the Activation phase, two fighters that are Ready can be picked and activated one after the other.

Gang Drawback: Any fighter that falls doubles the distance when calculating fall damage.

Dark Mechanicum

Leader Bonus: When recruited, gain one piece of bionics for free.
Gang Bonus: If you have sucesfully perfomed a Dark Ritual this week; Bionics are common. Additionally, your fighters gain The Flesh is Weak.

The Flesh is Weak: Bionics may be purchased and applied even if the fighter does not have a lasting injury. If applied this way, the fighter's cost increases as if they had advanced.

Gang Drawback: Gang Hierarchy fighters cannot take part in any battle until they are given bionics to repair any lasting injuries they suffer.


Cultists

Corrupted gangs tend to get a following of Dregs, Abhumans and other Deviants. Generally a cult that follows a specific Patron god will attract like minded cultists.

If you have sucesfully perfomed a Dark Ritual this week; Corrupted gangs may recruit Cultists based on the Patron God they are pledged to.

PatronCultist
UnalignedBeastman
The Plague LordPlague Zombie
The Blood GodSlaughterborn
The Architect of FateTzaangor
The Dark PrinceSlaangor
Dark MechanicumTech Thrall
Dark MechanicumDark Construct

Beastman

Beastman (Prospect)50 Credits
MWSBSSTWIALdClWilInt
4"3+4+4414+19+6+8+8+

Special Rules

  • Gang Fighter (Prospect)
  • Feral Warriors
Special Rules
Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
PrimarySecondarySecondaryPrimary
Equipment

A Beastman may only be equipped with Basic Weapons, Pistols, Close Combat Weapons, and Wargear from this list and the Trading Post.

Basic Weapons

Autogun, Reclaimed Autogun, Sawn-off Shotgun (Scatter Ammo), Shotgun (Solid & Scatter Ammo)

Pistols

Autopistol, Reclaimed Autopistol, Stub Gun

Close Combat Weapons

Axe, Chainsword, Fighting Knife, Flail, Heavy Club, Cleaver, Two-handed Axe, Two-handed Hammer

Grenades

Blasting Charges, Frag Grenades, Krak Grenades, Smoke Grenades

Armour

Flak Armour, Mesh Armour

Personal Equipment

Respirator, Bio-Booster, Stimm-Slug Stash


Plague Zombie

Plague Zombie (Ganger) 30 Credits
MWSBSSTWIALdClWilInt
4"5+6+3316+112+4+6+12+

Special Rules: Gang Fighter (Ganger), Wild Element, Zombie

Special Rules

Wild Element: Even one Plague Zombie needs many Gangers to control and catch it after the battle. Number of Plague Zombies must be kept in a 1:2 ratio with all other fighters. Additionally, treat this fighter as a spawn for the purposes of the favour table (cannot be ‘spawned’ nor benefit from buffs)

Zombie: Cannot be Pinned or Subject to the Insane Condition, automatically pass any Cool checks they are required to take and ignore “Flesh Wound” injury dice results. In the Recovery phase, any Seriously Injured Plague Zombies will stand back up, recovering from their injuries. Plague Zombies subject to the Blaze do not randomly move but, unable to attempt to put out the fire**, still suffer the Damage.** Plague Zombies never gain Exp.

Skill Access

Plague Zombies may never gain skills

Equipment

A Plague Zombie may only be equipped with items from the following list.

ItemCredits
CLOSE COMBAT WEAPONS
Axe10
Heavy Club5
Cleaver5

Slaughterborn

Slaughterborn (Prospect) 50 Credits
MWSBSSTWIALdClWilInt
5"4+5+3313+28+7+7+8+

Special Rules: Gang Fighter (Prospect), Goretide

Special Rules

Goretide: If this fighter takes an enemy OOA in close combat (skulled) they gain an additional D3 Exp.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondaryPrimarySecondaryPrimary
Equipment

A Slaughterborn may purchase weapons and Wargear from the Slaughterborn equipment list:

During the course of a campaign, A Slaughterborn may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. A Slaughterborn may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market.

Equipment Table

ItemCredits
PISTOLS
Autopistol10
Reclaimed Autopistol5
Stub gun5
CLOSE COMBAT WEAPONS
Axe10
Chainsword25
Chainaxe30
Flail20
Heavy Club15
Cleaver20
Greatsword40
Chain Glaive60
GRENADES
Smoke grenades15
PERSONAL EQUIPMENT
Respirator15
Bio-Booster35
Stimm-Slug Stash30

Tzaangor

Tzaangor (Prospect) 55 Credits
MWSBSSTWIALdClWilInt
4"4+4+4414+19+7+7+8+

Special Rules: Gang Fighter (Prospect), Arcane Potential

Special Rules

Arcane Potential: Tzaangors may learn Psychic powers as if they were a primary skill. However they do not start with a power, nor gain the Unsanctioned Psyker special rule until they learn their first power.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWyrd
PrimarySecondarySecondaryPrimaryPrimary
Equipment

A Tzaangor may purchase weapons and Wargear from the Tzaangor equipment list:

During the course of a campaign, A Tzaangor may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. A Tzaangor may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market.

ItemCredits
BASIC WEAPONS
Autogun15
Sawn-off shotgun with scatter ammo15
Shotgun with solid & scatter ammo20
PISTOLS
Autopistol10
Stub gun5
CLOSE COMBAT WEAPONS
Axe10
Sword20
Chainsword25
Greatsword40
GRENADES
Smoke grenades15
Frag grenades15
ARMOUR
Flak Armour10
Mesh Armour15
PERSONAL EQUIPMENT
Respirator15
Armoured Undersuit25

Slaangor

Slaangor (Champion) 0-2 90 Credits
MWSBSSTWIALdClWilInt
6"3+4+4423+29+5+7+8+

Special Rules: Gang Hierarchy (Champion), Death Throes

Special Rules

Death Throes: If a Slaangor is taken out of action while engaged with an enemy they may make a single fight action. However, they may not perform a Coup action.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWyrd
Primary-PrimarySecondaryPrimaryPrimary
Equipment

A Slaangor may purchase weapons and Wargear from the Slaangor equipment list:

During the course of a campaign, A Slaangor may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. A Slaangor may only be equipped with weapons chosen from this list, or from the Pistols, Close Combat Weapons, and Wargear sections of the Trading Post or the Black Market.

ItemCredits
PISTOLS
Autopistol10
Stub gun5
CLOSE COMBAT WEAPONS
Axe10
Sword20
Chainsword25
Flail20
Servo Claw40
Greatsword40
GRENADES
Smoke grenades15
Frag grenades15
ARMOUR
Flak Armour10
Mesh Armour15
PERSONAL EQUIPMENT
Respirator15
Bio-Booster35
Stim-Slug Stash30

Tech Thrall

Tech Thrall (Ganger) 30 Credits
MWSBSSTWIALdClWilInt
4"5+4+3315+19+6+8+8+

Special Rules: Gang Fighter (Ganger), Thrall

Special Rules

Thrall: Does not become Prone and Pinned after being hit by a ranged attack. However, cannot perform a Take Cover (Basic) action. Additionally Thralls never gain Exp by any means.

Skill Access

Skill Access: Tech Thralls may never gain skills

Equipment

A Tech Thrall may purchase weapons and Wargear from the Tech Thrall equipment list:

ItemCredits
BASIC WEAPONS
Lasgun10
Las Carbine20
Suppression Laser25
ARMOUR
Hazard Suit10
Mesh Armour15
PERSONAL EQUIPMENT
Respirator15
Bio-Booster35
Armoured Undersuit25
Photo Goggles25
WEAPON ACCESSORIES
Telescopic Sight25
Hotshot Las Pack20
Focusing Crystal30

Dark Construct

Dark Mechanicum corrupted gangs may hire 0-1 Dark Constructs as a brute. This may either be a Thallax or an Ursarax.

Thallax 200 Credits
MWSBSSTWIALdClWilInt
4"5+4+4535+19+5+6+8+

Special Rules: Djinn-Sight

Equipment: Light Carapace, Suspensor

Special Rules

Djinn-Sight: A Thallax’s weapon is always considered to be equipped with an infra-sight.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-Secondary-SecondaryPrimary
Equipment

A Thallax must be equipped with one of the following weapons:

ItemCredits
Mining Laser125
Heavy Blaster140
Multi Melta180
Plasma Cannon130
Ursurax 200 Credits
MWSBSSTWIALdClWilInt
4"4+5+4534+29+5+6+9+

Skills: Fearsome

Equipment: Light Carapace, Jump Booster

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondarySecondaryPrimary-Primary
Equipment

A Ursurax must be equipped with one of the following weapons:

ItemCredits
Paired Lightning Claws*120
Paired Power Fists*180
*Same profile as regular weapon with paired

Chaos Favour Table

Outcast from their parent house, the corrupted and Helot gangs of the underhive must rely on the fickle favours of the ruinous powers.

Helot, Corpse Grinders, and Corrupted gangs must use this favour table.

Helot Gangs may roll on this table twice, getting 2 favours that week (No Duplicates)

2D6Result
2Spawndom: Randomly select one fighter, they are transformed into a Spawn.
3-4Dark Bargain
5-72D6x10 of Illegal Items
8-9Cursed Spawning
10Forbidden Summoning
11-12Ascension**

**Once per campaign

Spawndom

Generate a Spawn in the same manner as ‘failing’ the dark ritual. You may have a maximum of 1 Spawn per gang.

If you roll this result while a spawn in on the roster you kill the fighter as usual and roll again on the spawn characteristics table, you may apply the new result to your existing spawn. Choose per characteristic.

Dark Mechanicum - Dark Servitude

If your corrupted gang is a follower of the Dark Mechanicum you don’t get access to a Spawn, after all, you must reject the weakness of flesh. Instead you get access to a Dark Construct.

If you get a Spawndom result on the favour table or any fighter would be turned into a spawn by any means; you instead kill the ganger as usual then either heal one lasting injury on a Dark Construct, or hire a Tech Thrall for free.

Dark Bargain

Your God grants you a favour which will help you in battle this week. However, if the fighters fail to impress, there will be consequences.
Unless otherwise stated these effects are always temporary for a single battle that week.

In order for a fighter to gain a blessing they must make a pact with their patron god. If this fighter breaks their pact they will anger their Patron God. Your spawn cannot be selected.

Any fighter that breaks their pact with their Patron God immediately goes OOA if not already, and gains a random chaos mutation instead of the lasting injury as their god pushes them towards spawndom.

PatronBlessingPact Requirement
UndividedDark Senses: Gain the benefits of photo-goggles and increase WS or BS by 1.Must not miss more than 1 ranged attack in a row, or half their attacks (rounded up) in any fight action.
The Plague LordDark Resilience: Increase Toughness by 1.Will not roll an injury dice the first time they are hit in a battle.
The Blood GodDark Rage: Increase Attacks by 1.Must take an enemy Out of Action in close combat or perform a Coup.
The Architect of FateDark Prophecy: Re-roll one die per round (must be a roll with a possible failure).The re-rolled die must not fail.
The Dark PrinceDark Agility: Increase Movement by 1.Must not be the last fighter in your gang to activate in any round.
Dark MechanicumDark Modifications: Upgrade a ranged weapon with +1 Strength.The weapon must not be out of ammo at the end of the battle.
Cursed Spawning

A fighter chosen by your God wishes to join your gang. For all the below, add a Juve / Helot Cultist to the gang with the skill listed. The fighter gained is free and comes with 1 weapon and 1 piece of wargear, also for free. This fighter increases your gang rating as usual.

PatronAbility
UndividedCursed: Once per battle, you may make your opponent reroll a dice when it affects this fighter (e.g. attacking this fighter, making saves when hit by this fighter, etc.).
The Plague LordPlague Carrier: Enemy fighters activating within 3” of this fighter must make a Toughness test. On a failure, they take a flesh wound.
The Blood GodBloodstoker: This fighter may perform a Bloodstoke (Basic) action. All friendly fighters within 6” may reroll their charge dice.
The Architect of FateAcolyte: Randomly gain D3 psychic powers for the battle (you pick the discipline). This fighter suffers Perils of the Warp on any double when manifesting powers.
The Dark PrinceSeeker: Gains 1 EXP for any of the following: Charging 3” beyond M characteristic, leaping a gap of 3”+, or jumping from a height of 3”+.
Dark MechanicumHeretek: Immune to effects of Unstable. At the start of each battle, modify 1 weapon with one trait: Deflagrate, Gunk, or Impale.
Forbidden Summoning

Warp Entities and the Ritual

Being creatures from the Warp, they must be summoned through blood sacrifice, and even then, this will only bind the creature to this material plane for so long.

Warp Entity: After finishing their activation, this fighter takes 1 flesh wound. Additionally, this fighter must be summoned during the battle with a Summon (double) action.

All fighters in a corrupted gang gain access to the Summon action:

Summon (double): This fighter immediately goes OOA. Place a fighter with the Warp Entity special rule where this fighter stood. This new fighter does not start with a ready marker unless the fighter that made the summon action was a champion or leader.

Ascension

Choose one fighter in your gang; they gain the following benefits based on their patron god.
Your spawn cannot be selected.

PatronAscension Effect
UndividedDark Ascension: This fighter becomes more warp entity than human. At the start of each battle, increase their Movement, Strength, Toughness, and Attacks by 3 and set WS to 2+. In the End phase, roll a D6. If it’s equal to or less than the current round, this fighter suffers flesh wounds equal to the difference. Examples: Rolling a 4 on Round 4 = 1 flesh wound Rolling a 1 on Round 4 = 3 flesh wounds
The Architect of FatePower Overwhelming: Learns all wyrd powers from the main disciplines and gains their special abilities. Must manifest a power each round or suffer Perils of the Warp in the End phase.
The Blood GodRage Overwhelming: Merges with a close combat weapon they’re equipped with — that weapon gains the Paired trait. All other weapons go to the stash. This fighter may only use that weapon and cannot interact with the environment (opening doors, moving crates, etc.). Gains the skill Avatar of Blood.
The Plague LordBurgle’s Gifts: Becomes extremely resilient. Seriously injured results on the injury dice count as flesh wounds, and skulls count as 2 flesh wounds. Cannot be seriously injured by any means. Also, Move actions become Basic actions.
The Dark PrinceHubris: Gains Fly, can no longer be pinned, and gains the Evade skill. However, suffers from Hubris: During this fighter’s activation, the player must declare the outcome (pass/fail) of one eligible dice roll. If incorrect or skipped, immediately roll an injury die and apply the result. Examples: hit rolls, wound rolls, charge rolls, or characteristic tests. (Not needed if the result is guaranteed. When unsure, agree with opponent.)
Dark MechanicumWeakness of Flesh: Automatically passes mental characteristic checks. Immune to Insanity, Blind, and Broken. Gains a Conversion Field and Digi-Multi Lasers (free). However, this fighter cannot group activate or Lead by Example.

Cultists

Forbidden Summonings

Warp Horror

Warp Horror
MWSBSSTWIALdClWilInt
6"3+6+6434+39+6+7+9+

Special Rules: Warp Entity, Terrifying
Skills: Nerves of Steel
Equipment: 2 horrific appendages, Warpfire breath

Pustulent Shambler

Pustulent Shambler
MWSBSSTWIALdClWilInt
4"3+6+4535+29+6+7+9+

Special Rules: Warp Entity, Disgustingly Resilient
Skills: Nerves of Steel, True Grit, Ironman
Equipment: Haemophagic Blade

Special Rules

Disgustingly Resilient: Whenever this fighter suffers damage, roll a D6 per point of damage, on a 5+ the damage point is not applied.

Blood Feaster

Blood Feaster
MWSBSSTWIALdClWilInt
5"2+6+5434+39+6+7+9+

Special Rules: Warp Entity, Rage Incarnate, Uncontrollable Thirst
Skills: Nerves of Steel, Slaughterborn, Fearsome
Equipment: Goredrinker Axe

Special Rules

Rage Incarnate: This fighter does not care from where the blood spills. This fighter must always attempt to charge the closest fighter regardless of which gang they belong to.
Basically treat as a roaming horror AI but without the activating after fighters part and the other stuff.

Rage Incarnate: When this fighter goes out of action, they may immediately stand and make a free charge action, after this is resolved, the fighter is removed as usual.

Twisting Nightmare

Twisting Nightmare
MWSBSSTWIALdClWilInt
5"5+3+3424+29+6+5+5+

Special Rules: Warp Entity, Blue Fire Skills: Trick Shot, Mental Mastery
Equipment: Displacer Field

Special Rules

Blue Fire: the Twisting Nightmare counts as being equipped with a Boltgun with Blaze and a 2+ Ammo check

Agony Bringer

Agony Bringer
MWSBSSTWIALdClWilInt
7"2+6+4432+49+6+7+9+

Special Rules: Warp Entity, Impossible Agility
Skills: Nerves of Steel, Step Aside, Dodge, Evade, Clamber, Acrobatic, Sprint
Equipment: Boning sword, Blind Snake Pouch

Special Rules

Impossible Agility: If targeted by a fight action, this fighter makes reaction attacks first.

Warp Engine

Warp Engine
MWSBSSTWIALdClWilInt
5"4+4+5535+28+4+8+8+

Special Rules: Automation, Automated Repairs, Protocol
Skills: Nerves of Steel, Munitioneer
Equipment: Assault Cannon, Power Claw, Light Carapace, Armoured Undersuit

Special Rules

Automation: This fighter is treated like an exotic pet and must remain within 3” of the controlling gang's leader if possible. However, if the leader is taken out of action, instead of removing this fighter as well it acts like a roaming horror for the rest of the battle. Also becomes a roaming horror whenever it's outside of 3” at the end of the turn.

Automated Repairs: In the Recovery phase this fighter recovers a wound on a D6 roll of 6+. Roll an extra Injury dice when making Recovery tests and then pick one of the Injury dice to resolve and discard the other.

Protocol: This Fighter starts the battle in one of the following modes which grants an additional skill. Additionally this fighter may change its protocol by performing a reprogram (basic) action.

PROTECT: Bodyguard (Transfer ranged hits from Leader while within 2”)
OVERSEE: Overwatch
DESTROY: Fast Shot


Enjoy your descent into corruption.