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.
UnalignedLeader 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 LordLeader 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 GodLeader 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 FateLeader 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 PrinceLeader 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 MechanicumLeader 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.
Patron | Cultist |
---|---|
Unaligned | Beastman |
The Plague Lord | Plague Zombie |
The Blood God | Slaughterborn |
The Architect of Fate | Tzaangor |
The Dark Prince | Slaangor |
Dark Mechanicum | Tech Thrall |
Dark Mechanicum | Dark Construct |
Beastman
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 3+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 6+ | 8+ | 8+ |
Special Rules
- Gang Fighter (Prospect)
- Feral Warriors
Special Rules
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
---|---|---|---|---|---|---|---|
— | Primary | Secondary | Secondary | Primary | — | — | — |
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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 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.
Item | Credits |
---|---|
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Heavy Club | 5 |
Cleaver | 5 |
Slaughterborn
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 2 | 8+ | 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
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
---|---|---|---|---|---|---|---|
— | Secondary | Primary | Secondary | Primary | — | — | — |
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
Item | Credits |
---|---|
PISTOLS | |
Autopistol | 10 |
Reclaimed Autopistol | 5 |
Stub gun | 5 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Chainsword | 25 |
Chainaxe | 30 |
Flail | 20 |
Heavy Club | 15 |
Cleaver | 20 |
Greatsword | 40 |
Chain Glaive | 60 |
GRENADES | |
Smoke grenades | 15 |
PERSONAL EQUIPMENT | |
Respirator | 15 |
Bio-Booster | 35 |
Stimm-Slug Stash | 30 |
Tzaangor
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 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
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
— | Primary | Secondary | Secondary | Primary | — | — | — | Primary |
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.
Item | Credits |
---|---|
BASIC WEAPONS | |
Autogun | 15 |
Sawn-off shotgun with scatter ammo | 15 |
Shotgun with solid & scatter ammo | 20 |
PISTOLS | |
Autopistol | 10 |
Stub gun | 5 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Sword | 20 |
Chainsword | 25 |
Greatsword | 40 |
GRENADES | |
Smoke grenades | 15 |
Frag grenades | 15 |
ARMOUR | |
Flak Armour | 10 |
Mesh Armour | 15 |
PERSONAL EQUIPMENT | |
Respirator | 15 |
Armoured Undersuit | 25 |
Slaangor
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 3+ | 4+ | 4 | 4 | 2 | 3+ | 2 | 9+ | 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
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
---|---|---|---|---|---|---|---|---|
Primary | - | Primary | Secondary | Primary | — | — | — | Primary |
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.
Item | Credits | PISTOLS |
---|---|
Autopistol | 10 |
Stub gun | 5 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Sword | 20 |
Chainsword | 25 |
Flail | 20 |
Servo Claw | 40 |
Greatsword | 40 |
GRENADES | |
Smoke grenades | 15 |
Frag grenades | 15 |
ARMOUR | |
Flak Armour | 10 |
Mesh Armour | 15 |
PERSONAL EQUIPMENT | |
Respirator | 15 |
Bio-Booster | 35 |
Stim-Slug Stash | 30 |
Tech Thrall
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 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:
Item | Credits |
---|---|
BASIC WEAPONS | |
Lasgun | 10 |
Las Carbine | 20 |
Suppression Laser | 25 |
ARMOUR | |
Hazard Suit | 10 |
Mesh Armour | 15 |
PERSONAL EQUIPMENT | |
Respirator | 15 |
Bio-Booster | 35 |
Armoured Undersuit | 25 |
Photo Goggles | 25 |
WEAPON ACCESSORIES | |
Telescopic Sight | 25 |
Hotshot Las Pack | 20 |
Focusing Crystal | 30 |
Dark Construct
Dark Mechanicum corrupted gangs may hire 0-1 Dark Constructs as a brute. This may either be a Thallax or an Ursarax.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 5+ | 4+ | 4 | 5 | 3 | 5+ | 1 | 9+ | 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
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
---|---|---|---|---|---|---|---|
- | Secondary | - | Secondary | Primary | — | — | — |
Equipment
A Thallax must be equipped with one of the following weapons:
Item | Credits |
---|---|
Mining Laser | 125 |
Heavy Blaster | 140 |
Multi Melta | 180 |
Plasma Cannon | 130 |
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 5+ | 4 | 5 | 3 | 4+ | 2 | 9+ | 5+ | 6+ | 9+ |
Skills: Fearsome
Equipment: Light Carapace, Jump Booster
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
---|---|---|---|---|---|---|---|
Secondary | Secondary | Primary | - | Primary | — | — | — |
Equipment
A Ursurax must be equipped with one of the following weapons:
Item | Credits |
---|---|
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)
2D6 | Result |
---|---|
2 | Spawndom: Randomly select one fighter, they are transformed into a Spawn. |
3-4 | Dark Bargain |
5-7 | 2D6x10 of Illegal Items |
8-9 | Cursed Spawning |
10 | Forbidden Summoning |
11-12 | Ascension** |
**Once per campaign
SpawndomGenerate 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 ServitudeIf 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 BargainYour 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.
Patron | Blessing | Pact Requirement |
---|---|---|
Undivided | Dark 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 Lord | Dark Resilience: Increase Toughness by 1. | Will not roll an injury dice the first time they are hit in a battle. |
The Blood God | Dark Rage: Increase Attacks by 1. | Must take an enemy Out of Action in close combat or perform a Coup. |
The Architect of Fate | Dark Prophecy: Re-roll one die per round (must be a roll with a possible failure). | The re-rolled die must not fail. |
The Dark Prince | Dark Agility: Increase Movement by 1. | Must not be the last fighter in your gang to activate in any round. |
Dark Mechanicum | Dark Modifications: Upgrade a ranged weapon with +1 Strength. | The weapon must not be out of ammo at the end of the battle. |
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.
Patron | Ability |
---|---|
Undivided | Cursed: 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 Lord | Plague Carrier: Enemy fighters activating within 3” of this fighter must make a Toughness test. On a failure, they take a flesh wound. |
The Blood God | Bloodstoker: This fighter may perform a Bloodstoke (Basic) action. All friendly fighters within 6” may reroll their charge dice. |
The Architect of Fate | Acolyte: 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 Prince | Seeker: 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 Mechanicum | Heretek: Immune to effects of Unstable. At the start of each battle, modify 1 weapon with one trait: Deflagrate, Gunk, or Impale. |
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.
AscensionChoose one fighter in your gang; they gain the following benefits based on their patron god.
Your spawn cannot be selected.
Patron | Ascension Effect |
---|---|
Undivided | Dark 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 Fate | Power 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 God | Rage 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 Lord | Burgle’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 Prince | Hubris: 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 Mechanicum | Weakness 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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ |
Special Rules: Warp Entity, Terrifying
Skills: Nerves of Steel
Equipment: 2 horrific appendages, Warpfire breath
Pustulent Shambler
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 3+ | 6+ | 4 | 5 | 3 | 5+ | 2 | 9+ | 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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 2+ | 6+ | 5 | 4 | 3 | 4+ | 3 | 9+ | 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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 5+ | 3+ | 3 | 4 | 2 | 4+ | 2 | 9+ | 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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
7" | 2+ | 6+ | 4 | 4 | 3 | 2+ | 4 | 9+ | 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
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 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.