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Version: Balance Patch Preview

Undivided

Not all corrupted gangs give themselves wholly to a single god. Some spread their devotions widely, bargaining with any power willing to answer. Such warbands are unstable, fickle, and dangerous — but often blessed in strange and unpredictable ways.

Unaligned Update

Gameplay Changes

  • Unaligned corruption now uses the new Favour of the Gods system:
    • Angered: natural 2s now also count towards the gang drawback
    • Watching: all fighters gain a 6+ field save
    • Pleased: all fighters gain a 6+ special save that may be taken after armour saves and is not modified by AP
  • Beastmen are now recruited while the gods are Watching or Pleased.
  • Dark Bargain has changed:
    • Dark Senses now increases both WS and BS by 1
    • if the pact is broken, the fighter’s WS and BS become 6+ for the rest of the battle

Patron Bonus

Leader Bonus: +1 WS or +1 BS
Spawn Bonus: +1 Attack

Gang Drawback: Keep track of the number of natural 1s you roll during the battle. Each time this reaches 8, immediately apply D3 Flesh Wounds amongst your fighters, then reset the count to 0.

Some among your ranks may come to welcome the pain…

The Gods’ Favour

The Gods Are Angered: Natural 2s rolled during the battle also count towards this gang’s drawback.

The Gods Are Watching: All fighters gain a 6+ field save.

The Gods Are Pleased: All fighters gain a 6+ special save. This save may be made after any armour saves and is not modified by AP.


Cultist

If the gang’s Favour Level is Watching or Pleased, it may recruit Beastmen.

Beastman

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

Special Rules

  • Gang Fighter (Prospect)
  • Feral Warriors
Special Rules

Feral Warriors: Beastmen fighters increase their Attacks Characteristic by 1 if they have suffered one or more Flesh Wounds.

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


Dark Bargain

Dark Senses: Gain the benefits of photo-goggles and increase both WS and BS by 1.

Pact Requirement: Must not miss more than 1 ranged attack in a row, or half their attacks (rounded up) in any Fight action.

If this pact is broken, the gods scorch their eyes and hands. For the rest of the battle, that fighter’s WS and BS become 6+.


Cursed Spawning

A Fighter created through a cursed spawning gains the the cursed special rule.

Cursed: Once per battle, you may make your opponent re-roll a dice when it affects this fighter (e.g. attacking this fighter, making saves when hit by this fighter, etc.)


Forbidden Summoning

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


Ascension

A fighter granted the boon of Ascension gains the Dark Ascension special rule:

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. |


Those who refuse to kneel to one god alone instead cast their prayers into the void, hoping that something answers.