Exiled Gangs
Exiles are made up of gangers who, for whatever reason, are no longer welcome in their original gang. Cut off from the resources of their House, they survive through desperation, adaptability, and whatever allies they can scrape together.
Overview and structure
- Exiled Gangs have been split into a shared overview page and separate Exile Path pages.
- Each Exile Path now has its own dedicated rules page for easier reference during campaign play.
Core gang rules
- Added House Modifications, including:
- Cawdor: Exiled Cawdor fighters now lose Devout Masses.
- Clarified that Exiled Gangs:
- are generally Renegade
- are still treated as their original House for campaign mechanics unless stated otherwise
Exile Hive Scum
- Exile Hive Scum cost increased from 30 credits to 40 credits.
- Recruitment has been reworked:
- they now use the Hive Scum equipment list
- they may also buy from their House Ganger Equipment List
- ranged weapons taken from House lists become Scarce
- Added clearer rules for Outsiders and when Exile Hive Scum begin benefiting from House-specific mechanics.
- Reworked Skill Access:
- basic Exile Hive Scum cannot gain skills
- only promoted Exile Hive Scum Specialists gain skill access
- Reworked Equipment rules for Scum and Specialists to clearly define weapon access by fighter type.
Exile Favour Table
- The 5–7 result changed from 2D6x10 of Common Items to Favourbox.
- Expert Scum now grants:
- a free Exile Hive Scum Champion
- 60 credits of equipment from their equipment list
- normal gang rating increase
- Fresh Exiles has been simplified to:
- all composition limits increase by +1 for the rest of the campaign
- Unlikely Ally now explicitly states:
- the recruited fighter does not count toward composition limits
Exile Hive Scum Champion
- Exile Hive Scum Champion cost increased from 50 credits to 70 credits.
- Champion rules have been rewritten to match the new Exile Scum equipment framework.
- Champions now:
- use the Exile Hive Scum Equipment List
- may also purchase from their House Champion Equipment List
- have clarified Skill Access
- retain Tools of the Trade and Group Activation (1)
General cleanup
- Wording throughout the Exiled Gangs rules has been clarified and standardised.
- Several rules that were previously implied are now explicitly stated.
Overview
Unless otherwise stated, all Exiled Gangs are considered Renegade, granting their opponents access to bounties or a free Bounty Hunter when facing them.
Unless otherwise stated, only House Gangs may become Exiled Gangs.
They are still considered members of their original House for the purposes of campaign mechanics and special rules.
With Arbitrator permission (and suitable modelling and narrative justification), other gangs may be allowed to become Exiled.
House Modifications
The following modifications apply to fighters from specific Houses when taken as part of an Exiled Gang.
Cawdor
Not So Devout Masses:
Exiled Cawdor gangs lack the overwhelming numbers of their faithful brethren.
Cawdor fighters in an Exiled Gang lose the Devout Masses special rule.
Exile Paths
Exiled Gangs choose a single Exile Path, representing how they survive beyond the reach of their House.
Use the following pages for the full rules of each Exile Path:
- Romeo and Juliet
- Psychic Commune
- Twist Enclave
- Enthralled to the Machine God
- Necro Trap House
- Road Raiders
Composition Limits
Exile gangs lack access to their House’s full resources, relying instead on a ragtag mix of allies, drifters, and opportunists.
These limits apply to the entire gang roster, not just the starting crew:
-
Only 0–1 of the following may be included: Escher Deathmaiden, Orlock Arms Master, Van Saar Archeotek, Goliath Stimmer, or Delaque Nacht-Ghul.
-
Only 0–2 Prospects may be included.
-
Only 0–1 selections may be made from Gang-specific Hangers-on and Brutes combined.
-
Exile Hive Scum Requirement:
The gang must include at least one Exile Hive Scum for every two other fighters (rounding up).
Exile Hive Scum
Drawn from sump dives, debt dens, and the shadows between gangs, Exile Hive Scum form the backbone of any Exiled warband.
Exile Hive Scum are an exclusive fighter type available only to Exiled Gangs.
Recruitment
- Exile Hive Scum may be freely recruited.
- They use the Hive Scum equipment list.
- They may also purchase from their House Ganger Equipment List, but any ranged weapons gained this way become Scarce.
- if something is both on the Hive Scum list and the ganger list then it won't be scarce i.e. autogun.
Outsiders
Exile Hive Scum begin as outsiders, lacking the training and traditions of their House.
They gain none of their House-specific benefits until they have advanced at least once.
Once they have advanced, they gain the following based on their House:
Cawdor
- Generate Faith Dice and perform Acts of Faith
Delaque
- Contribute to Psychoteric Choirs
Goliath
- May purchase one Genesmithing Upgrade (Unborn Tree)
- Negative-cost upgrades grant credits
- Fighter enters Recovery after modification
Escher
- May purchase and use Chems
Orlock
- May purchase Legendary Names
Van Saar
- May equip Cybernetica
Exile Hive Scum Fighter
| 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 (Exile Hive Scum Specialist), Tools of the Trade (Specialist only), Broken Supply Lines
Special Rules
Gang Fighter (Ganger):
The number of fighters with Gang Fighter (X) must always be equal to or higher than those without it (excluding Hangers-on and Hired Guns).
Promotion (Exile Hive Scum Specialist):
May be promoted during campaign play. Gains access to Special weapons and Skills.
Tools of the Trade:
May maintain multiple equipment sets.
Broken Supply Lines:
Weapons taken from House lists gain Scarce.
Skill Access
Exile Hive Scum cannot gain skills.
Once promoted to an Exile Hive Scum Specialist, they gain access to the following skill sets:
| Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
|---|---|---|---|---|---|---|---|
| Secondary | — | — | Primary | Secondary | - | — | — |
Equipment
Exile Hive Scum and Exile Hive Scum Specialists may purchase weapons and Wargear from the Exile Hive Scum Equipment List.
- During the course of a campaign, both Exile Hive Scum and Exile Hive Scum Specialists may be given additional weapons purchased from this list.
- In addition, both may be given additional Wargear purchased from this list, from the Trading Post, and from the Black Market.
Exile Hive Scum:
May only be equipped with weapons chosen from the Basic Weapons, Pistols, and Close Combat Weapons sections of this list.
Exile Hive Scum Specialist:
Once promoted, an Exile Hive Scum Specialist has no restrictions on weapon types from this list; all weapon types become available.
Exile Favour Table
Cut off from their House, Exiles must rely on luck, desperation, and whatever scraps they can gather.
Exiled Gangs must use this Favour Table.
| 2D6 | Result |
|---|---|
| 2 | Crawling Back |
| 3–4 | Back Against the Wall |
| 5–7 | Favourbox |
| 8–9 | Expert Scum |
| 10 | Fresh Exiles |
| 11–12 | Unlikely Ally |
Crawling Back
A non-Leader, non-Scum fighter leaves the gang permanently, taking all their equipment.
Back Against the Wall
The gang may re-roll failed Bottle and Nerve checks this battle.
Expert Scum
Gain a free Exile Hive Scum Champion. This fighter comes with 60 credits* of equipment from their equipment list, and increases your gang rating as normal. * You can supplement this with credits from your stash
Fresh Exiles
Increase all composition limits by +1 for the remainder of the campaign.
Unlikely Ally
Recruit any fighter (except Spyrers or Dramatis Personae).
This fighter does not count toward composition limits.
Exile Hive Scum Champion
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 8+ | 8+ |
Special Rules: Gang Hierarchy (Champion), Group Activation (1), Tools of the Trade
Special Rules
Gang Hierarchy (Champion):
During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes a Cool check and does not flee, friendly Exiled fighters within 6" automatically pass Cool checks and will not flee.
Additionally, during Campaign play, this fighter may perform post-battle actions.
Group Activation (1):
When this fighter is activated, they may activate one additional Ready friendly fighter within 3".
- All fighters must be nominated before activation begins
- Fighters activate one at a time
- Additional fighters cannot use Group Activation
Tools of the Trade:
This fighter may maintain multiple equipment sets.
Skill Access
Exile Hive Scum Champions have access to the following skill sets:
| Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting |
|---|---|---|---|---|---|---|---|
| Secondary | — | — | Primary | Primary | Secondary | — | — |
Equipment
Exile Hive Scum Champions may purchase weapons and Wargear from the Exile Hive Scum Equipment List.
- During a campaign, they may be given additional weapons and Wargear purchased from this list, the Trading Post, and the Black Market.
- They may also purchase Wargear from the Trading Post and Black Market
Exile Hive Scum Champions may also purchase equipment from the Champion Equipment List of their associated House.
Weapon Access:
Exile Hive Scum Champions have no restrictions on weapon types from the Exile Hive Scum Equipment List.
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