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ARMOUR & FIELD ARMOUR

A Fighter may not be equipped with more than one item of armour or field armour, unless the wargear explicitly says it can be combined with other armour or field armour.

ARMOUR

CARAPACE ARMOUR

LIGHT: 100 CREDITS - TP 1

HEAVY: 140 CREDITS - TP 3

Formed from overlapping heavy plates, carapace armour offers greater protection to its wearer, but at the cost of mobility.

Light: Light carapace armour improves a Fighter's Save characteristic by 1. In addition, they reduce their Initiative characteristic by 1.

Heavy: Heavy carapace armour improves a Fighter's Save characteristic by 2. In addition, they reduce their Initiative characteristic by 2 and apply a -1 modifier to all Agility tests they make.

HAZARD SUIT

10 CREDITS - TP 0

The ash wastes are a hostile place, their dunes frequently toxic or corrosive, and strong winds whip up regular ash storms capable of scouring exposed skin raw in minutes. ConsequentlY, those such as ash crust miners and the poor wretches who maintain a hive's outer-armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates to protect them from the dangers of their working environment.

A Fighter wearing a hazard suit is immune to the Blaze (X+) and Rad-phage traits.

MESH ARMOUR

40 CREDITS - TP 0

Constructed from tiny metal rings linked together, mesh armour proves ineffective against projectiles but offers improved protection in melee combat.

A Fighter equipped with mesh armour increases their Save characteristic by 1 when resolving Hits suffered in close combat.

REFLEC SHROUD

25 CREDITS - TP 1

Created from layers of reflective metals, a reflec shroud provides an effective ward against energy weapons.

The wearer counts the AP of any Las, Plasma or Melta Weapon as '-' regardless of their actual AP.

FIELD ARMOUR

REFRACTOR FIELD

50 CREDITS - TP 2

A retractor field bends the energy of an attack around the wearer, harmlessly distributing it over a large area and robbing the attack of its lethal force.

A retractor field grants its wearer a 5+ Invulnerable Save; however, should a natural 1 be rolled when making the Invulnerable Save then the retractor field is burned out and cannot be used again for the rest of the battle.

A retractor field may be combined with other armour and field armour.

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PERSONAL EQUIPMENT

BIO-BOOSTER

25 CREDITS - TP 0

The first time in each battle that the bearer gains the Injured Condition, reduce the Lethality characteristic of the weapon damaging them by 1. If the Lethality characteristic is now zero, roll 2 Injury dice instead of 1 and the bearer chooses which to apply, the other dice is discarded.

DROP RIG

10 CREDITS - TP 0

An Active or Suppressed Fighter with a drop rig can perform the Descend action while they are within 1" of the edge of a platform:

Descend (Single): The Fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground.

GRAPNEL LAUNCHER

25 CREDITS - TP 0

An Active Fighter with a grapnel launcher can perform the Grapnel action:

Grapnel (Double): The Fighter can move up to 12" in a straight line in any direction as long as they end this move on a higher level than they started.

GRAV CHUTE

30 CREDITS - TP 0

If a Fighter with a grav chute falls or jumps down, they never suffer any damage and are never Suppressed.

MEDICAE KIT

20 CREDITS - TP 0

If a Fighter with a Medicae kit aids another Fighter's Recovery test, they roll an additional Injury Dice and choose which one to keep.

PHOTO-GOGGLES

35 CREDITS - TP 0

A Fighter equipped with photo-goggles increases the value of X in the Visibility (X") rule by 9" and may see through smoke clouds placed as part of the Smoke trait. Additionally, if a Fighter equipped with photo-goggles is hit by a weapon with the Flash trait, they suffer a -2 modifier to their Initiative check to avoid being blinded.

PHOTO-LU MENS

15 CREDITS - TP 0

Increase the value of X in the Visibility (X") rule by 9" for this Fighter. This Fighter can always be targeted, regardless of the Visibility (X") rule.

RESPIRATOR

15 CREDITS - TP 0

When a Fighter equipped with a respirator is hit by a weapon with the Gas trait, they gain a 5+ Invulnerable save against that weapon.

SERVO-HARNESS - PARTIAL

100 CREDITS - TP 2

A Fighter wearing a partial servo-harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo-harness be lost or cease to function for any reason. However, a Fighter wearing a partial servo-harness reduces their Movement and Initiative characteristics by 1. This item cannot be combined with a servo-claw or any other type of servo-harness.

SERVO-HARNESS - FULL

130 CREDITS - TP 3

A Fighter wearing a full servo-harness gains all of the benefits of a partial servo-harness, but without the negative modifiers to their Movement and Initiative characteristics. This item cannot be combined with a servo-claw or any other type of servo-harness.

STIMM-SLUG STASH

25 CREDITS - TP 0

Once per battle, a Fighter equipped with a stimmslug stash may use it at the start of their activation. Until their next activation increase their Movement, Strength and Toughness characteristics by 2. At the start of their next activation, these effects wear off and the Fighter's controller must roll a D6; on a 2+ nothing happens but on a result of a 1 they suffer a bad reaction to the stimms - they suffer a Str -, AP-, Li Hit that automatically Wounds with no saves allowed.

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GANG EQUIPMENT

Unlike other items of wargear, Gang Equipment is placed into the gang's Stash when purchased and may be used from there.

TRAZIOR PATTERN SENTRY GUN

30 CREDITS - TP 2

Deployable Platform: If a gang is the defender, they may deploy up to two Trazior pattern sentry guns. Trazior pattern sentry guns are deployed after all gangs have finished deploying all of their models and must be placed along with a control console within 1" of a friendly Fighter. Once placed, a Trazior pattern sentry gun cannot be moved during a battle, though friendly Active or Suppressed Fighters may perform the Retarget action:

Retarget (Single): A Trazior pattern sentry gun within 1" of this Fighter may pivot on the spot to face another direction.

Target Spotted: Trazior pattern sentry guns do not gain Ready markers and cannot perform actions. Each time a model (either friend or foe) ends their activation within the Front Arc of a Trazior pattern sentry gun's weapon and within range, the Trazior pattern sentry gun will perform a Shoot action targeting the active model with a BS of 5+. Trazior pattern sentry guns may react this way multiple times each round.

If a friendly Fighter is within 1" of a Trazior pattern sentry gun's control console then the Trazior pattern sentry gun will not target the controlling gang's models. Enemy models are not able to override the targeting in this manner as they do not possess the access codes.

Overheat!: Trazior pattern sentry guns often run very hot and overheat. Each time a Trazior pattern sentry gun fires, it must use the maximum number of Firepower dice allowed by the Rapid Fire (X) trait and its heat level increases by D3. If the weapon would go Out of Ammo or jam, instead increase the Trazior pattern sentry gun's heat 'level by an additional D3 for each Out of Ammo result.

At the start of the End phase, each Trazior pattern sentry gun's heat level decreases by D6. If the heat level is still 6 or higher after this reduction, the Trazior pattern sentry gun shuts down and cannot fire until its heat level drops to 0.

Mechanical Platform: A Trazior pattern sentry gun can be targeted as if it was a Vehicle and has a Toughness characteristic of 4, 2 Wounds and a 5+ Save characteristic. If it is reduced to O Wounds, a Trazior pattern sentry gun is immediately removed from the battlefield.

Easy Repair: If a Trazior pattern sentry gun is removed from the battlefield, do not delete it from the gang's Stash, it will still be available for future battles.

Equipment: Trazior pattern sentry guns must select one of the following weapons to be equipped with when added to a gang's Stash, this option may not be changed later:

+45 credits

  • Trazior grenade launcher

  • Trazior heavy stubber

+80 credits

Weapon SR LR Str AP L Traits Creds TP
Trazior grenade launcher 6" 24" 3 - 1 Arc (Front), Blast (3"), Knockback (5+) E
Trazior heavy stubber 20" 40" 4 -1 1 Arc (Front), Rapid Fire (3) E
Trazior grenade launcher
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
—
TP
E
Traits Arc (Front), Blast (3"), Knockback (5+)
Trazior heavy stubber
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
—
TP
E
Traits Arc (Front), Rapid Fire (3)

MOUNTS

DIRT BIKE

35 CREDITS - TP 0

A Fighter equipped with a dirt bike gains the Mounted Subtype and sets their Movement characteristic to 8". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

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WEAPON ACCESSORIES

Each weapon may only have one weapon accessory attached.

FOCUSING CRYSTAL

(LAS WEAPONS ONLY)

25 CREDITS - TP 1

A weapon fitted with a focusing crystal increases its AP characteristic by 1 (i.e., AP - becomes AP -1). Additionally, the weapon gains the Unstable trait.

HOTSHOT LAS PACK

(LAS WEAPONS ONLY)

25 CREDITS - TP 1

A weapon fitted with a hotshot las pack increases its Strength characteristic by 1.

INFRA-SIGHT

10 CREDITS - TP 0

A weapon fitted with an infra-sight can be fired at targets hidden behind markers created by the Smoke trait. Additionally, the value of X in the Visibility (X") rule is increased by 9" when using a weapon equipped with an infra-sight.

LAS-PROJECTOR

20 CREDITS - TP 1

A weapon fitted with a las-projector reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon's Short Range.

MONO-SIGHT

20 CREDITS - TP 0

When a model performs an Aimed Shot action with a weapon equipped with a mono-sight, they apply a +2 modifier to the Hit roll instead of +1.

SUSPENSORS

(WEAPONS MARKED WITH * ONLY)

40 CREDITS - TP 0

A weapon fitted with suspensors only counts as one weapon when calculating how many weapons a Fighter may carry, instead of the normal two.

TELESCOPIC SIGHT

20 CREDITS - TP 1

A weapon fitted with a telescopic sight reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon's Long Range.

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WEAPONS & WARGEAR

The next step is to choose and purchase the weapons and wargear each model will be equipped with. Each model's entry within their gang list includes a detailed list of the weapons and wargear that model may purchase.

All models can be equipped as follows:

  • A Fighter can be equipped with a maximum of three weapons purchased from those listed in their entry. - Grenades are counted as wargear and not weapons and so do not count towards this maximum.

  • A Vehicle's entry will state if there is a maximum number of weapons it may be equipped with.

  • Weapons marked with an asterisk (*) take up the space of two weapons.

  • Any model may purchase wargear that is listed in the relevant Equipment List.

  • Each weapon may have at most one weapon accessory added to it.

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EQUIPMENT SETS

Gang members often maintain an individual cache of weapons that allows them to equip themselves appropriately for each battle. As such, all models can have multiple Model Cards, each representing a different set of equipment:

  • The controlling player can make an additional Model Card for a model at any time.

  • An appropriate model should be available for each different equipment set a model has.

  • There is no additional cost for having multiple equipment sets. If, for example, an Orlock Road Captain owns a two-handed hammer, they may include that weapon in as many or as few different equipment sets as the controlling player wishes, without additional cost. The weapon is only purchased and paid for once.

  • Regardless of the number of equipment sets a model has, they still have a single entry on the Gang Roster. This entry should include the total cost of the individual weapons and items of wargear that the model owns. But remember, each individual weapon or item of wargear is only counted once.

  • If the model suffers any Lasting Injuries/Damage or gains any Advancements, it should be recorded on all of their Model Cards.

  • Only one of a model's cards can be used for a battle.

  • If a battle uses random models from the gang, all of the model's Model Cards should be shuffled together and one should be drawn at random and added to the rest of the gang's Model Cards before any cards are drawn. This means that only one of this model's Model Cards can be drawn for the battle, and that the controlling player cannot choose which of their equipment sets they will be using.

  • When distributing equipment from the gang's Stash, it can be moved to any number of Model Cards for that model.

MODEL CARDS

Finally, a blank Model Card should be completed for each model when they are added to the gang; the characteristics of the model and any equipment they . now have should be noted down in the appropriate sections of the model's Model Card.

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House Cawdor Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Long rifle 55
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Combi-Weapons Combi-weapon (autogun/flamer) 75
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Primitive Weapons Cawdor heavy crossbow with frag & krak shells* 110
Ranged weapons / Shotguns Sawn-off shotgun with solid & scatter shot 30
Close combat weapons / Cawdor Polearms Cawdor polearm/autogun* 30
Close combat weapons / Cawdor Polearms Cawdor polearm/blunderbuss with grape & purgation rounds* 80
Close combat weapons / Cawdor Polearms Cawdor polearm/flamer* 85
Close combat weapons / Chain Weapons Chain glaive* 50
Close combat weapons / Lances Frag lance* 35
Close combat weapons / Lances Krak lance* 50
Close combat weapons / Lances Stun lance* 30
Close combat weapons / Primitive Weapons Axe 15
Close combat weapons / Primitive Weapons Cleaver 25
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Flail 10
Close combat weapons / Primitive Weapons Maul 20
Close combat weapons / Primitive Weapons Two-handed axe* 40
Close combat weapons / Primitive Weapons Two-handed hammer* 40
Category Equipment Credits
Wargear / Grenades • Blasting charges 60
Wargear / Grenades Frag grenades 30
Wargear / Grenades Incendiary charges 40
Wargear / Grenades 13 Krak grenades 45
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Bomb delivery rats 30
Wargear / Personal Equipment Cult icon 40
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories Mono-sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Ridge Walker 40
Wargear / Pets Sheen Bird 75
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Redemptionist Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Auxiliary Weapons Exterminator (autogun, shotgun, chainaxe and eviscerator only) +35
Ranged weapons / Flamers Fire pike* 80
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades 80
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades - smoke grenades +15
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Ranged weapons / Shotguns Shotgun with solid & scatter ammo - executioner ammo +45
Ranged weapons / Shotguns Shotgun with solid & scatter ammo - retributor ammo +25
Category Equipment Credits
Close combat weapons / Chain Weapons Chainaxe 20
Close combat weapons / Chain Weapons Chainsword 20
Close combat weapons / Chain Weapons Eviscerator* 65
Close combat weapons / Primitive Weapons Fighting knife 5
Wargear / Grenades • Blasting charges 60
Wargear / Grenades Frag grenades 30
Wargear / Grenades Incendiary charges 40
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Book of the Redemption 50
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Pyromantic mantle 30
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories Infra-sight 10
Wargear / Weapon Accessories Mono-sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Ridge Walker 45

PERSONAL EQUIPMENT

BOMB DELIVERY RATS

Exclusive A Fighter equipped with bomb delivery rats may perform the Prime Bomb Rat action.

Prime Bomb Rat (Single): Select a grenade with the Blast (3"/5") trait the Fighter is equipped with that is not Out of Ammo and make an Ammo (X+) test for them as if the grenade had been fired. Then, place a bomb delivery rat in base contact with this Fighter which then immediately activates. At the start of each round, after rolling for Priority but before the first model activates, all bomb delivery rats activate. When a bomb delivery rat activates, follow these instructions:

  • If they are within 9" of the Fighter who placed them, that Fighter’s controlling player may choose which direction they move in, otherwise they move in a direction dictated by the Scatter dice. When they activate they move 6" in a straight line, are not slowed by terrain, have the Clamber skill, can never fall or be pinned and automatically pass Agility tests to jump gaps of up to 2". If they come up to a gap larger than 2" or impassable terrain, they will stop. If they move within 1" of any model (other than the Fighter who placed them), they stop and may explode. Roll a D6. On a 2+, the grenade explodes, centre it on the bomb delivery rat. On a roll of a 1, the grenade fails to explode and the bomb delivery rat escapes. Regardless of the result, remove the bomb delivery rat from the battlefield. The bomb delivery rat may be targeted by close combat and ranged attacks. All attempts to hit them suffer a -1 modifier to the Hit roll. If the rat is Hit, roll a D6; on a 4+, the grenade explodes (see above), otherwise the bomb delivery rat escapes. Either way, remove them from the battlefield.

BOOK OF THE REDEMPTION

Exclusive The sacred words of the Book of the Redemption fill devotees of the Redemption with fervour. A Fighter equipped with a Book of the Redemption may perform the Words of Wrath action:

Words of Wrath (Single): This Fighter reads aloud from the Book of the Redemption. Until the End phase of this round, any friendly Fanatic Fighters that are within 6" of this Fighter when their activation starts may either re-roll the D6 when performing a Charge action, or may re-roll a single roll of a natural 1 when making a Hit roll.

CULT ICON

Exclusive Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

PYROMANTIC MANTLE

Exclusive Fanatical followers of the Redemption often wear elaborate dress and headgear that not only gives them a sinister and threatening silhouette, but that quite literally burns with the fires of the Emperor’s wrath! Any attacks made with close combat weapons carried by a Fighter with a pyromantic mantle gain the Blaze (5+) trait during that Fighter’s activation (note: if the weapon already has the Blaze (X) trait then this wargear has no effect).

MOUNTS

RIDGE WALKER

Exclusive A Fighter equipped with a Ridge Walker gains the Mounted and Agile Subtypes, applies a +41 modifier to any Agility test they make and sets their Movement characteristic to 8". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

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House Delaque Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Long rifle 55
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Esoteric Weapons Flechette pistol 35
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Grav Weapons Grav gun 50
Ranged weapons / Grav Weapons Grav pistol 40
Ranged weapons / Las Weapons • Lasgun 15
Ranged weapons / Las Weapons Laspistol 5
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Primitive Weapons Throwing knives 10
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Ranged weapons / Web Weapons Web gun 65
Ranged weapons / Web Weapons Web pistol 50
Category Equipment Credits
Close combat weapons / Esoteric Weapons Psychomantic claws* (Psy-Gheist only) 65
Close combat weapons / Esoteric Weapons Serpent's fangs* (Nacht-Ghul only) 70
Close combat weapons / Esoteric Weapons Shiver sword (Nacht-Ghul only) 50
Close combat weapons / Shock Weapons Shock stave 25
Close combat weapons / Toxin Weapons Stiletto knife 25
Close combat weapons / Web Weapons Web gauntlet 10
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Grapnel launcher 25
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Psychomancer's harness (Psy-Gheist only) 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Pets Cephalopod Spektor 75
Wargear / Pets Psychoteric Wyrm 50

PERSONAL EQUIPMENT

PSYCHOMANCER’S HARNESS

35 credits - Exclusive A Fighter wearing a psychomancer’s harness increases their Movement characteristic by 2", this may take the Fighter’s Movement characteristic above the maximum. Additionally, when this Fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. A Fighter may not be equipped with both a psychomancer’s harness and a servo-harness.

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House Escher Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Combi-Weapons Combi-weapon (bolter/needler) 70
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Las Weapons Lasgun 15
Ranged weapons / Las Weapons Laspistol 5
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Primitive Weapons Throwing knives 10
Ranged weapons / Primitive Weapons Wyld bow (Wyld Runner only) 15
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Ranged weapons / Shotguns Shotgun with solid & scatter ammo - acid ammo +15
Ranged weapons / Toxin Weapons Needle pistol 25
Ranged weapons / Toxin Weapons Needle rifle 45
Ranged weapons / Toxin Weapons 'Nightshade' chem-thrower 95
Category Equipment Credits
Close combat weapons / Chain Weapons Chainsword 20
Close combat weapons / Power Weapons Power sword 40
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons • Whip (Wyld Runner only) 5
Close combat weapons / Shock Weapons Shock whip 10
Close combat weapons / Toxin Weapons Stiletto knife 25
Close combat weapons / Toxin Weapons Stiletto sword 45
Close combat weapons / Toxin Weapons Venom claw (Death-Maiden only) 50
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories • Las-projector 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Escher Cutter 150
Wargear / Pets Phyrr Cat 80
Wargear / Pets Phelynx 60

MOUNTS

ESCHER CUTTER

A Fighter equipped with an Escher Cutter gains the Mounted and Flying Subtypes and sets their Movement characteristic to 9". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

An Escher Cutter is equipped with Cutter grenade launchers with frag & krak grenades. It may select any of the following options when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Cutter grenade launcher with frag & krak grenades with Cutter heavy stubbers - +10 credits

  • Replace the Cutter grenade launcher with frag & krak grenades with Cutter plasma guns - +15 credits

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House Goliath Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Stub cannon 35
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Combi-Pistols Combi-pistol (stub gun/plasma pistol) 75
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) 45
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) - krak grenades +50
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) - smoke grenades +20
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades 80
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades - smoke grenades +15
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Repurposed Tools 'Krumper' rivet cannon 45
Ranged weapons / Repurposed Tools Storm welder (Forge-Born only) 60
Ranged weapons / Shotguns Combat shotgun with salvo & shredder ammo 35
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Category Equipment Credits
Close combat weapons / Power Weapons Power hammer 40
Close combat weapons / Primitive Weapons Cleaver 25
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Maul 20
Close combat weapons / Primitive Weapons 'Pulverizer' serrated axe 35
Close combat weapons / Primitive Weapons Paired 'Pulverizers'* 55
Close combat weapons / Primitive Weapons 'Renderizer' serrated axe* 65
Close combat weapons / Primitive Weapons Two-handed axe* 40
Close combat weapons / Primitive Weapons Two-handed hammer* 40
Close combat weapons / Repurposed Tools Heavy rock saw* (Forge-Born only) 100
Close combat weapons / Repurposed Tools • Spud-jacker 25
Close combat weapons / Repurposed Tools Paired spud-jackers* 40
Wargear / Grenades Frag grenades 30
Wargear / Grenades Incendiary charges 40
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Stimm-slug stash 25
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Goliath Mauler 100
Wargear / Pets Sumpkroc 65

MOUNTS

GOLIATH MAULER

A Fighter equipped with a Goliath Mauler gains the Mounted Subtype and sets their Movement characteristic to 7". When they perform a Dash action, they add 4" to their Movement characteristic instead of their Initiative.

A Goliath Mauler is equipped with Mauler boltguns. It may select the following option when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Mauler boltguns with a Mauler grenade launcher with frag & krak grenades: +25 credits.
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House Orlock Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Bolt Weapons Heavy bolter* 100
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades 80
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Repurposed Tools Harpoon launcher* 80
Ranged weapons / Shotguns Combat shotgun with salvo & shredder ammo 35
Ranged weapons / Shotguns Sawn-off shotgun 30
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Category Equipment Credits
Close combat weapons / Chain Weapons Chainsword 20
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Maul 20
Close combat weapons / Primitive Weapons Two-handed hammer* 40
Close combat weapons / Repurposed Tools Arc hammer* (Arms Master only) 70
Close combat weapons / Repurposed Tools Servo-claw 40
Wargear / Grenades Blasting charges 60
Wargear / Grenades Demo charges 85
Wargear / Grenades Frag grenades 30
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Bio-booster 25
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Servo-harness — partial 100
Wargear / Personal Equipment Servo-harness - full 130
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Outrider Quad 100
Wargear / Pets Cyber-Mastiff 65

PERSONAL EQUIPMENT

JUMP BOOSTER

Exclusive At the start of their activation, a Fighter equipped with a jump booster may choose to activate it. When a jump booster is activated, for the duration of their activation the Fighter increases their Movement characteristic by 3" and gains the Flying Subtype.

Should a Fighter use a jump booster when making a Charge action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.

Hazardous Equipment: Using a jump booster is not without its risks, and this is never more true than when the user is attempting to use flame weapons or lob grenades! To represent this added danger, during any activation in which a Fighter equipped with a jump booster activates it, any grenades or weapons with the Template trait will also gain the Unstable trait. Once the Fighter’s activation ends, this rule ceases to apply.

MOUNTS

OUTRIDER QUAD

A Fighter equipped with an Outrider Quad gains the Mounted Subtype and sets their Movement characteristic to 7". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

An Outrider Quad is equipped with an Outrider harpoon launcher. It may select the following option when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Outrider harpoon launcher with an Outrider heavy bolter: +30 credits.
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House Van Saar Equipment List

Category Equipment Credits
Ranged weapons / Combi-Pistols • Combi-pistol (laspistol/meltagun) 140
Ranged weapons / Combi-Weapons • Flamer/man-catcher (Gunner specialist only) 85
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers • Hand flamer 45
Ranged weapons / Grav Weapons Grav gun 50
Ranged weapons / Las Weapons Lasgun 15
Ranged weapons / Las Weapons Laspistol 5
Ranged weapons / Las Weapons Las carbine 20
Ranged weapons / Las Weapons Las sub-carbine 10
Ranged weapons / Las Weapons Long las (Sniper specialist only) 40
Ranged weapons / Las Weapons Suppression laser 40
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Melta Weapons Multi-melta* 150
Ranged weapons / Plasma Weapons Plasma cannon* 115
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons • Plasma pistol 70
Ranged weapons / Radiation Weapons • Rad beamer (Archeotek only) 35
Ranged weapons / Radiation Weapons • Rad cannon* 55
Ranged weapons / Radiation Weapons Rad gun 60
Close combat weapons / Esoteric Weapons • Spider-rig (Archeotek only) 50
Close combat weapons / Power Weapons Power knife 30
Close combat weapons / Primitive Weapons • Fighting knife 5
Close combat weapons / Repurposed tools Servo-claw 40
Category Equipment Credits
Close combat weapons / Shields • 'Hystrar' pattern energy shield 35
Close combat weapons / Shock Weapons • Shock baton 20
Close combat weapons / Shock Weapons • Shock stave 25
Wargear / Grenades • Frag grenades 30
Wargear / Grenades • Krak grenades 45
Wargear / Grenades • Plasma grenades 70
Wargear / Grenades • Rad grenades 25
Wargear / Grenades • Smoke grenades 15
Wargear / Armour & Field Armour • Light carapace armour (Gunner specialist only) 100
Wargear / Armour & Field Armour • Mesh armour 40
Wargear / Armour & Field Armour • Refractor field 50
Wargear / Personal Equipment Augurspex (Tech specialist only) 30
Wargear / Personal Equipment Bio-booster 25
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Grav chute 30
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Refraction cloak (Sniper specialist only) 40
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Servo-medicae (Medic specialist only) 30
Wargear / Personal Equipment Vox array (Tech specialist only) 15
Wargear / Weapon Accessories • Infrasight 10
Wargear / Weapon Accessories • Las-projector 20
Wargear / Weapon Accessories • Mono-sight 20
Wargear / Weapon Accessories • Telescopic sight 20
Wargear / Mounts • Dirt bike 35
Wargear / Mounts • Grav Cutter 45
Wargear / Pets • Cyberachnid 90

PERSONAL EQUIPMENT

AUGURSPEX

Exclusive Enemy Fighters may not be set up within 12" of a Fighter with an augurspex as either Reinforcements or using the Infiltrate skill.

REFRACTION CLOAK

Exclusive When making a ranged attack against a Fighter equipped with a refraction cloak, the Hit roll suffers a -1 penalty to Hit. This is increased to -2 if the Fighter did not move in their previous activation.

SERVO-MEDICAE

Exclusive An Active Fighter equipped with a servo-medicae may perform the Auto-medicate action:

Auto-medicate (Free): When a Fighter performs this action, target either them or a friendly Active or Suppressed Fighter within 3" and make an Intelligence check for this Fighter. If the check is passed then the targeted Fighter regains 1 Wound lost earlier in the battle.

VOX ARRAY

Exclusive An Active Fighter equipped with a vox array may perform the Group Activation action as a Free action.

MOUNTS

GRAV CUTTER

Exclusive A Fighter equipped with a Grav Cutter gains the Mounted, Agile and Flying Subtypes and sets their Movement characteristic to 7". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative characteristic.

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Palanite Enforcer Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Long rifle 55
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Combi-Weapons Bolter/grenade launcher with frag grenades 60
Ranged weapons / Esoteric Weapons Concussive carbine 25
Ranged weapons / Flamers Flamer 70
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Shotguns Shotgun (with solid & scatter ammo) 35
Ranged weapons / Subjugator Weapons Heavy concussion ram 45
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) 45
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - choke gas grenades +55
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - krak grenades +60
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - smoke grenades +20
Ranged weapons / Subjugator Weapons Repulsion pattern chem-thrower 80
Ranged weapons / Web Weapons Web gun 65
Category Equipment Credits
Close combat weapons / Power Weapons • Power knife 30
Close combat weapons / Power Weapons Power maul 45
Close combat weapons / Power Weapons Power sword 40
Close combat weapons / Shields Riot shield 35
Close combat weapons / Shock Weapons Shock baton 20
Close combat weapons / Shock Weapons Shock stave 25
Close combat weapons / Subjugator Weapons SLHG pattern assault ram 'Sledge Hammer' with auxiliary grenade launcher (with choke gas & frag grenades) 120
Close combat weapons / Subjugator Weapons Vigilance pattern assault shield 45
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Bio-booster 25
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-lumens 15
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Stimm-slug stash 25
Wargear / Weapon Accessories Infrasight 10
Wargear / Weapon Accessories • Las-projector 20
Wargear / Weapon Accessories Mono-sight 20
Wargear / Mounts Dirt bike 35
Wargear / Pets Hardcase Cyber-Mastiff 75

PERSONAL EQUIPMENT

MAGNACLES

20 credits - Common Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. An Engaged Fighter equipped with Magnacles can try to lock them onto an enemy by performing the Restrain action:

Restrain (Double): Target an enemy Fighter that this Fighter is Engaged with; the enemy Fighter must make an Agility test. If the test is failed, they have been locked in place and become subject to the Webbed Condition.

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Corpse Grinder Cult Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Repurposed Tools Harpoon launcher* 80
Close combat weapons / Chain Weapons Butcher's chain cleaver 35
Close combat weapons / Chain Weapons Paired Butcher's chain cleavers* 55
Close combat weapons / Chain Weapons Chain glaive* 50
Close combat weapons / Chain Weapons Heavy chain cleaver 40
Close combat weapons / Chain Weapons Paired heavy chain cleavers* 60
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Two-handed axe* 40
Close combat weapons / Repurposed Tools Boning sword 35
Close combat weapons / Repurposed Tools Butcher's cleaver 25
Close combat weapons / Repurposed Tools Flensing knife 15
Close combat weapons / Repurposed Tools Heavy rock saw* 100
Close combat weapons / Repurposed Tools Rotary flensing saw 70
Category Equipment Credits
Wargear / Grenades • Frag grenades 30
Wargear / Grenades Incendiary charges 40
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Corpse grinder cult icon 40
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Mounts Dirt bike 35

PERSONAL EQUIPMENT

CORPSE GRINDER CULT ICON

Exclusive Only one Fighter in a gang may carry.a Corpse Grinder Cult icon; this must be a Fighter with either the Leader or Champion Subtype. A Fighter cannot carry more than one icon. This symbol of blood and gore serves to work members of the cult into a frenzy, throwing themselves at their enemies in a crimson rage. If the Fighter carrying this icon is Active, they may make the following action:

Enrage (Single): All friendly Fighters that are completely within 6" of this Fighter, that have a Ready marker and are Active, add D3" to their Movement characteristic until the End phase of this round.

PERSONAL EQUIPMENT

SLAVED SENSOR SKULLS

Exclusive When a Fighter with slaved sensor skulls performs an Aimed Shot action, their target gains no benefit to their Armour Save for being in cover.

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Hive Scum Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Flamers • Hand flamer 45
Ranged weapons / Las Weapons • Lasgun 15
Ranged weapons / Las Weapons • Laspistol 5
Ranged weapons / Primitive Weapons • Throwing knives 10
Ranged weapons / Shotguns • Combat shotgun with salvo & shredder ammo 35
Ranged weapons / Shotguns Sawn-off shotgun with solid & scatter shot 30
Ranged weapons / Shotguns • Shotgun with solid & scatter ammo 35
Category Equipment Credits
Close combat weapons / Chain Weapons • Chainaxe 20
Close combat weapons / Chain Weapons • Chainsword 20
Close combat weapons / Primitive weapons Axe 15
Close combat weapons / Primitive weapons Fighting knife 5
Close combat weapons / Primitive weapons Flail 10
Close combat weapons / Primitive weapons Maul 20
Close combat weapons / Chain Weapons • Two-handed axe* 40
Close combat weapons / Chain Weapons • Two-handed hammer* 40
Wargear / Grenades Frag grenades 30
Wargear / Grenades • Krak grenades 45
Wargear / Grenades • Smoke grenades 15
Wargear / Armour & Field Armour Hazard suit 10
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories Telescopic sight 20

PERSONAL EQUIPMENT

MEDI SKULL

Exclusive A medi skull is represented by a model placed within 1" of the owning model. Whenever the owning model moves for any reason, their controlling player may place the medi skull anywhere within 1" of the owning model after the move is finished. The medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted with ranged or melee attacks as if it were a Fighter. If the medi skull is ever Wounded it is removed from the battlefield, though it will be available in future battles.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

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SPYRER EQUIPMENT

PAIRED BOLT LAUNCHERS

The classic armament of the Orrus-pattern of Spyrer suit, bolt launchers unleash a devastating salvo of firepower.

Tier 1 Augmentation: Improve the Lethality characteristic to 2. Tier 2 Augmentation: Improve the AP characteristic to -2. Tier 3 Augmentation: Replace the Rapid Fire (2) trait with the Rapid Fire (3) trait.

PAIRED DISINTEGRATION MATRIX

Only faintly understood and dangerous in the extreme to use, the disintegration matrix affords unparalleled destructive power to the Spyrer brave (or foolish) enough to equip their hunting rig with them.

Tier 1 Augmentation: Improve the AP characteristic to -3. Tier 2 Augmentation: Replace the Ammo (5+) trait with the Ammo (4+) trait. Tier 3 Augmentation: Improve the Lethality characteristic to 3.

JAKARA HUNTING RIG

The lightest of the Spyrer hunting rigs, favouring speed and agility over heavy armour, the Jakara hunting rig is fashioned from materials designed to minimise any restrictions upon the wearer's movements.

Tier 1 Augmentation: Improve the wearer's Strength characteristic by 1. Tier 2 Augmentation: Improve the wearer's Attacks characteristic by 1.

MALCADON HUNTING RIG

With added support around the upper torso, the Malcadon hunting rig is adapted to absorb the extra strain placed upon the wearer by constantly moving themselves using the inbuilt grapnel launcher.

Tier 1 Augmentation: Improve either the wearer's Ballistic Skill or Weapon Skill characteristic by 1. Tier 2 Augmentation: Improve the wearer's Save characteristic by 1.

MALCADON SLASHING CLAW &

PAIRED MALCADON SLASHING CLAWS

The primary armament of the Malcadon Spyre Hunter, Malcadon slashing claws are often the last thing their prey sees as the Spyrer sweeps down to finish off enemies trapped within the webs they launch.

Tier 1 Augmentation: Improve the AP characteristic to -3. Tier 2 Augmentation: Improve the Lethality characteristic to 2. Tier 3 Augmentation: Improve the Strength characteristic to S+1.

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MALCADON TOXIN WHIP &

PAIRED MALCADON TOXIN WHIPS

Occasionally used as an alternative loadout by Malcadon Spyre Hunters, Malcadon toxic whips deliver deadly chems, incapacitating the target for later elimination.

Tier 1 Augmentation: Improve the Lethality characteristic to 2. Tier 2 Augmentation: Replace the Paired (2) trait with the Paired (3) trait. Tier 3 Augmentation: Replace the Toxin (3+) trait with the Toxin (2+) trait.

MIRROR SHIELD

The Jakara mirror shield is a complex device that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield that bleeds off the power it absorbs into one of several containment devices which stud the shield's surface. This stored energy can be channelled back to its source as a brilliant bolt of heat and light.

Tier 1 Augmentation: The bearer gains a 6+ Invulnerable save. Tier 2 Augmentation: Improve the Long Range characteristic to 12". Tier 3 Augmentation: The bearer gains a 5+ Invulnerable save.

MONOMOLECULAR SWORD

The monomolecular sword carried by the Jakara is a marvel of engineering. The blade is a living crystalline structure with an edge only one molecule thick. This edge constantly renews itself as it is blunted, allowing the blade to slice through all but the densest of matter. As the Jakara's power boosts kick in, the sword's edge renews itself more regularly and evenly to make it ever sharper.

Tier 1 Augmentation: Improve the Lethality characteristic to 2. Tier 2 Augmentation: Improve the AP characteristic to -3. Tier 3 Augmentation: Improve the Strength characteristic to S+2.

NAGA BLADE

An alternative armament to the monomolecular sword for the Jakara, the naga blade lacks the ability to slice through armour as easily, but its serrated blade maximises its damage.

Tier 1 Augmentation: Add the Shock (6+) trait. Tier 2 Augmentation: Improve the AP characteristic to -2. Tier 3 Augmentation: Improve the Lethality characteristic to 3.

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ORRUS HUNTING RIG

Constructed of many overlapping layers of armoured plating with a built-in force field projector, an Orrus hunting rig grants the wearer a large degree of protection.

An Orrus hunting rig grants its wearer a 6+ Invulnerable save.

Tier 1 Augmentation: Improve the Invulnerable save to 5+. Tier 2 Augmentation: Improve the Invulnerable save to 4+.

ORRUS POWER FISTS

The power fists of the standard Orrus Spyre Hunter loadout are capable of pulverising any opposition to a pulp.

Tier 1 Augmentation: Add the Damage (2) trait. Tier 2 Augmentation: Improve the AP characteristic to -2. Tier 3 Augmentation: Improve the Lethality characteristic to 3.

ORRUS POWER TALONS

An alternative loadout for the Orrus hunting rig, power talons are adept at punching through armour and crushing the body beneath, making them ideally suited to killing Malstrain Genestealers.

Tier 1 Augmentation: Improve the Lethality characteristic to 2. Tier 2 Augmentation: Improve the Strength characteristic to S+2. Tier 3 Augmentation: Replace the Paired (2) trait with the Paired (3) trait.

SOVEREIGN HUNTING RIG

Only worn by the most favoured scions of the Helmawr line, the Sovereign hunting rig is able to mount the armaments of the Jakara, Malcadon and Yeld hunting rigs, allowing loadouts unavailable to other Spyre Hunters.

A Sovereign hunting rig grants its wearer a 6+ Invulnerable save.

Tier 1 Augmentation: Improve the Invulnerable save to 5+.

Tier 2 Augmentation: Improve the wearer's Strength characteristic by 1.

PAIRED VOLKITE DISCHARGER

Utilising ancient Martian technology, volkite dischargers are rare on Necromunda and only the wealthiest scions of House Helmawr can afford to have them fitted to their Spyrer hunting rigs.

Tier 1 Augmentation: Improve the Lethality characteristic to 2. Tier 2 Augmentation: Improve the AP characteristic to -1. Tier 3 Augmentation: Improve the Long Range characteristic to 12".

WEB INCISOR & PAIRED WEB INCISORS

Able to shoot out silky threads of gossamer which then harden to the strength of steel wires, the Malcadon's Embiopteran-pattern web incisors leave their opponents bound and helpless.

Tier 1 Augmentation: Improve the Long Range characteristic to 10". Tier 2 Augmentation: Improve the Strength characteristic to 4. Tier 3 Augmentation: Improve the Long Range characteristic to 12".

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YELD HUNTING RIG

The Yeld hunting rig is crafted from amazingly light yet strong metallic compounds, allowing its wearer to glide through the air when combined with the wings built into the rig. If the wearer does not move then the armour takes on chameleonic properties, hiding the Yeld's position.

Tier 1 Augmentation: Improve the wearer's Movement characteristic by 1". Tier 2 Augmentation: The wearer adds an additional +1 to their Save rolls against shooting attacks while in cover.

YELD LASER GAUNTLET &

PAIRED YELD LASER GAUNTLETS

The Yeld hunting rig is fitted with heavy gauntlets which mount multiple laser barrels. The gauntlets fire a storm of laser bolts, a deadly attack that only becomes more so as the suit routes more power to the gauntlets, allowing them to maintain a longer burst of fire.

Tier 1 Augmentation: Improve the AP characteristic to -2. Tier 2 Augmentation: Improve the Long Range characteristic to 24". Tier 3 Augmentation: Improve the Strength characteristic to 4.

YELD MISSILE GAUNTLET &

PAIRED YELD MISSILE GAUNTLETS

An alternative loadout to the Yeld laser gauntlets, the Yeld missile gauntlets fire a cluster of high-yield munitions at the enemy and grant the Yeld one of the longest ranges of all Spyrer weapons.

Tier 1 Augmentation: Improve the AP characteristic to -1. Tier 2 Augmentation: Improve the Strength characteristic to 6. Tier 3 Augmentation: Add the Blast (3") trait.

YELD WINGS

Made from hundreds of individual plates of metal connected together by micro-fibre bundles on an articulated frame, a Yeld's wings allow the wearer to glide gracefully down and, with effort, even gain height.

During combat, a series of conductive filaments from the wearer's cortex allows the Yeld to attack with its razor-sharp edges and deflect enemy strikes.

Tier 1 Augmentation: Add the Parry trait. Tier 2 Augmentation: Improve the Lethality characteristic to 2. Tier 3 Augmentation: Add the Knockback (6+) trait.

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MUTATIONS

Exposure to the toxic depths of the underhive, or the radioactive badlands of the ash wastes, often warps the bodies of those who call them home. When added to a Mutant Outcast gang's Gang Roster, Fighters may purchase Mutations from the below list:

VOID SOUL

15 credits The Mutant cannot be targeted by Wyrd Powers - though indirect damage from Wyrd Powers, such as telekinetically thrown objects or weapons acquired by the use of Wyrd Powers, can still hurt them.

EXTRA APPENDAGE

20 credits The Mutant increases their Attacks characteristic by 1. In addition, they may be equipped with four weapons rather than three.

HORRIFIC APPEARANCE

15 credits The Mutant is subject to the Fearsome Condition.

MASSIVE CLAWS

35 credits The Mutant is equipped with the following weapon, which does not count as one of their allowed weapons:

Weapon SR LR Str AP L Traits
Massive claws E - S+1 -1 1 Breaching (6+), Melee
Massive claws
SR
E
LR
-
Str
S+1
AP
-1
L
1
Traits Breaching (6+), Melee

NEEDLE SPINES

15 credits A Mutant with this Mutation may not wear any armour or field armour unless it may be combined with other armours. The Mutant increases their Save characteristic by 1 when resolving Hits suffered in close combat. In addition, once per battle, the Mutant may perform the Fire Spines action:

Fire Spines (Single): All other models, both friend and foe, within 3" of the Mutant suffer a Str -, AP -, L1 Hit with the Toxin (3+) trait. After this action has been performed, the Mutant gains no further bonus to their Save characteristic from this Mutation for the remainder of the battle.

TENTACLES

10 credits The Mutant may re-roll failed Agility tests.

TOXIC BLOOD

15 credits When the Mutant suffers an unsaved Wound, immediately make an Agility test for all other Fighters (both friend and foe) within 1" of the Mutant. Those that fail the test suffer a Str -, AP -, L4 Hit with the Toxin (3+) trait.

WING MEMBRANES

20 credits The Mutant automatically passes the Agility test to leap distances up to their Movement characteristic and when testing to Jump Down.

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Outcast Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Stub gun 5

Flamers

Equipment Credits
Flamer 70
Hand flamer 45

Grenade Launchers

Equipment Credits
Grenade launcher with frag & krak grenades 80

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5

Primitive Weapons

Equipment Credits
Throwing knives 10

Shotguns

Equipment Credits
Combat shotgun with salvo & shredder ammo 35
Sawn-off shotgun with solid & scatter shot 30
Shotgun with solid & scatter ammo 35

Close Combat Weapons - Chain Weapons

Equipment Credits
Chainaxe 20
Chainsword 20

Primitive Weapons

Equipment Credits
Axe 15
Fighting knife 5
Flail 10
Maul 20
Two-handed axe* 40
Two-handed hammer* 40

Wargear - Grenades

Equipment Credits
Blasting charges 60
Frag grenades 30
Krak grenades 45
Smoke grenades 15

Armour & Field Armour

Equipment Credits
Hazard suit 10
Mesh armour 40

Personal Equipment

Equipment Credits
Drop rig 10
Medicae kit 20
Photo-goggles 35
Respirator 15

Weapon Accessories

Equipment Credits
Telescopic sight 20

Aranthian Equipment List

Ranged Weapons - Aranthian Weapons

Equipment Credits
Aranthian-pattern meltagun 145
Aranthian-pattern plasma pistol 85

Close Combat Weapons - Aranthian Weapons

Equipment Credits
Aranthian-pattern power fist 115
Power greatsword 60

Wargear - Armour & Field Armour

Equipment Credits
Seven-pointed breastplate 120

Personal Equipment

Equipment Credits
Conduit of Ozostium 35
Gloves of Ozostium 35
Seven-pointed talisman 20

ARMOUR & FIELD ARMOUR

SEVEN-POINTED BREASTPLATE

Exclusive Archeotech built into this ancient breastplate automatically detects incoming attacks. The Seven-pointed breastplate increases the wearer's Save characteristic by 1.

PERSONAL EQUIPMENT

CONDUIT OF OZOSTIUM

Exclusive The fighter channels Ozostium's aura of warp energy through this jewel-like artefact. The bearer gains the Wyrd Subtype and the Force Blast Wyrd Power (see page 85 of the Necromunda Skirmish: Core Rulebook). However, they do not gain access to any other Wyrd Powers.

GLOVES OF OZOSTIUM

Exclusive The fighter channels Ozostium's aura of warp energy through gloves inlaid with ancient metal. The bearer gains the Wyrd Subtype and the Flaming Weapon Wyrd Power (see page 85 of the Necromunda Skirmish: Core Rulebook). However, they do not gain access to any other Wyrd Powers.

SEVEN-POINTED TALISMAN

Exclusive Fighters within 6" of the bearer of this talisman increase their Cool characteristic by 1.

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Free Ogryn Equipment List

Ranged Weapons - Augmetic Weapons

Equipment Credits
Las cutter 80
Storm welder 60

Close Combat Weapons - Augmetic Weapons

Equipment Credits
Arc welder 80
Augmetic fist 15
Paired augmetic fists* 25
Heavy rock cutter* 120
Heavy rock saw* 100

Primitive Weapons

Equipment Credits
Axe 15
Cleaver 25
Maul 20
Two-handed axe* 40
Two-handed hammer* 40

Repurposed Tools

Equipment Credits
Spud-jacker 25

Wargear - Grenades

Equipment Credits
Blasting charges 60
Demo charges 85
Frag grenades 30
Incendiary charges 40
Krak grenades 45

Armour & Field Armour

Equipment Credits
Hazard suit 10
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Bio-booster 25
Drop rig 10
Medicae kit 20
Servo-harness - partial 100
Stimm-slug stash 25
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Genestealer Cult Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Heavy stubber* 70

Esoteric Weapons

Equipment Credits
Seismic cannon* 65

Flamers

Equipment Credits
Flamer 70
Hand flamer 45

Grenade Launchers

Equipment Credits
Grenade launcher with frag & krak grenades 80

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5
Long las 40

Repurposed Tools

Equipment Credits
Mining laser* 125

Shotguns

Equipment Credits
Shotgun with solid & scatter ammo 35

Toxin Weapons

Equipment Credits
Needle pistol 25

Web Weapons

Equipment Credits
Web gun 65

Close Combat Weapons - Chain Weapons

Equipment Credits
Chainsword 20

Power Weapons

Equipment Credits
Power hammer 40
Power maul 45
Power pick 40
Power sword 40

Primitive Weapons

Equipment Credits
Fighting knife 5
Two-handed hammer* 40

Repurposed Tools

Equipment Credits
Heavy rock cutter* 120
Heavy rock drill* 60
Heavy rock saw* 100

Shock Weapons

Equipment Credits
Shock stave 25
Shock whip 10

Wargear - Grenades

Equipment Credits
Blasting charges 60
Demo charges 85
Frag grenades 30
Incendiary charges 40

Armour & Field Armour

Equipment Credits
Hazard suit 10
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Cult icon (maximum one per gang) 20
Medicae kit 20
Photo-goggles 35
Respirator 15

Mounts

Equipment Credits
Dirt bike 35

Pets

Equipment Credits
Psychic Familiar 110

PERSONAL EQUIPMENT

CULT ICON

Exclusive Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

PDF page 52 Printed page 48

Chaos Helot Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autogun - warp rounds +10
Autopistol 10
Autopistol - warp rounds +10
Heavy stubber* 70
Long rifle 55
Stub gun 5
Stub gun - warp rounds +10

Bolt Weapons

Equipment Credits
Warpstorm bolter 65

Flamers

Equipment Credits
Flamer 70
Hand flamer 45
Heavy flamer* 95

Grenade Launchers

Equipment Credits
Grenade launcher with frag & krak grenades 80

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5

Close Combat Weapons - Chain Weapons

Equipment Credits
Chain glaive* 50
Chainsword 20

Primitive Weapons

Equipment Credits
Axe 15
Fighting knife 5
Flail 10
Maul 20
Two-handed axe* 40
Two-handed hammer* 40

Wargear - Grenades

Equipment Credits
Blasting charges 60
Demo charges 85
Frag grenades 30
Incendiary charges 40
Krak grenades 45

Armour & Field Armour

Equipment Credits
Hazard suit 10
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Cult icon (maximum one per gang) 20
Drop rig 10
Medicae kit 20
Photo-goggles 35
Respirator 15

Weapon Accessories

Equipment Credits
Infra-sight 10
Mono-sight 20

Mounts

Equipment Credits
Dirt bike 35

Pets

Equipment Credits
Chaos Familiar 135

EQUIPMENT

ICON

other items of wargear, a gang may only purchase a single cult icon. This item must be carried by a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation they may re-roll the Leadership check.

PDF page 62 Printed page 58

Malstrain Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Stub gun 5

Flamers

Equipment Credits
Flamer 70
Hand flamer 45

Grenade Launchers

Equipment Credits
Grenade launcher with frag & krak grenades 80

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5

Shotguns

Equipment Credits
Combat shotgun with salvo & shredder ammo 35
Sawn-off shotgun with solid & scatter shot 30
Shotgun with solid & scatter ammo 35

Close Combat Weapons - Chain Weapons

Equipment Credits
Chainaxe 20
Chainsword 20

Primitive Weapons

Equipment Credits
Axe 15
Fighting knife 5
Flail 10
Maul 20
Two-handed axe* 40
Two-handed hammer* 40

Wargear - Grenades

Equipment Credits
Blasting charges 60
Frag grenades 30
Krak grenades 45
Smoke grenades 15

Armour & Field Armour

Equipment Credits
Hazard suit 10

Personal Equipment

Equipment Credits
Drop rig 10
Medicae kit 20
Photo-goggles 35
Respirator 15

Weapon Accessories

Equipment Credits
Telescopic sight 20

Mounts

Equipment Credits
Dirt bike 35

Pets

Equipment Credits
Malstrain Tyramite 70
Unverified OCR transcription of the weapon reference tables
CLOSE COMBAT WEAPONS
NATURAL WEAPONS SR LR Str AP L___ Traits Creds_ TP
Feeder tendrils E - Sti A 2 Melee - E
Razor-sharp claws E - S41 -4 2 _Breaching (5+), Melee, - E
Paired (2)
Stinger E - - -2 1 Melee, Rad-phage, Toxin (3+) - E
Venomous bite E - - -2 1 Additional Attacks (1), - E
Melee, Toxin (3+)

OCR transcription; check uncertain or missing cells against the original PDF.

PDF page 78 Printed page 74

Spyre Hunter Equipment List

Spyrer Weapons - Hunt Master Weapons

Equipment Credits
Malcadon slashing claw with web incisor, grapnel launcher and drop rig 45
Malcadon toxin whip with web incisor, grapnel launcher and drop rig 60
Mirror shield 35
Monomolecular sword 50
Naga blade 65
Yeld laser gauntlet 25
Yeld missile gauntlet 60

Jakara Weapons

Equipment Credits
Monomolecular sword 50
Naga blade 65

Malcadon Weapons

Equipment Credits
Paired Malcadon slashing claws 35
Paired Malcadon toxin whips 50

Orrus Ranged Weapons

Equipment Credits
Paired bolt launchers 40
Paired disintegration matrix 75
Paired volkite dischargers 45

Orrus Close Combat Weapons

Equipment Credits
Orrus power fists 65
Orrus power talons 45

Yeld Weapons

Equipment Credits
Paired Yeld laser gauntlets 35
Paired Yeld missile gauntlets 65

Wargear - Personal Equipment

Equipment Credits
Bio-booster 25
Grav chute 30
Photo-goggles 35
Photo-lumen 15
Respirator 15

Pets

Equipment Credits
Caryatid Prime 70
PDF page 95 Printed page 91

Ironhead Squat Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Ironhead autogun 30
Ironhead autopistol 20
Ironhead heavy stubber* 80
Ironhead stub gun 15

Bolt Weapons

Equipment Credits
Ironhead boltgun 65
Ironhead bolt pistol 55

Exo Weapons

Equipment Credits
Heavy melta 160
Ironhead combat shotgun 50
Storm welder 60

Flamers

Equipment Credits
Ironhead flamer 80
Ironhead hand flamer 55
Ironhead heavy flamer* 105

Grenade Launchers

Equipment Credits
Ironhead grenade launcher with seismic grenades 45

Melta Weapons

Equipment Credits
Ironhead inferno pistol 120
Ironhead meltagun 150

Power Pack

Equipment Credits
Bolt spitter 45
Stone burner 75

Repurposed Tools

Equipment Credits
Mining laser* 125

Close Combat Weapons - Chain Weapons

Equipment Credits
Two-handed chainaxe* 70

Exo Weapons

Equipment Credits
Excavator hammer* 65
Heavy drill 40
Hydraulic drill 15
Power fist 105
Rock saw 30

Power Pack

Equipment Credits
Circular stone saw 40
Drill 25
Gem extractor 30
Ironhead arc welder 80

Power Weapons

Equipment Credits
Power fist 105
Power hammer 40
Two-handed power axe* 65
Two-handed power pick* 60

Primitive Weapons

Equipment Credits
Axe 15
Fighting knife 5

Wargear - Grenades

Equipment Credits
Blasting charges 60
Frag grenades 30
Krak grenades 45
Smoke grenades 15

Armour & Field Armour

Equipment Credits
Carapace armour (light) 100
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Bio-booster 25
Drop rig 10
Grav chute 30
Medicae kit 20
Photo-goggles 35
Photo-lumens 15
Respirator 15

Weapon Accessories

Equipment Credits
Infra-sight 10
Mono-sight 20

Mounts

Equipment Credits
Dirt bike 35
Svenotar Scout Trike 80

Pets

Equipment Credits
Techmite Exovator 45
Techmite Oculi 50

ARMOUR & FIELD ARMOUR

EXO-SUIT

Exclusive The Fighter is immune to the effects of the Rad-phage and Blaze (X) traits.

MOUNTS

SVENOTAR SCOUT TRIKE

Exclusive A Fighter equipped with a Svenotar Scout Trike gains the Mounted Subtype and sets their Movement characteristic to 8". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

A Svenotar Scout Trike is equipped with a Svenotar autogun and may take either of the following options when added to the gang or during any Post-cycle Sequence:

  • Replace the Svenotar autogun with a Svenotar UM Ge erates dtc Saved timcnnaieinanasion +35 credits

  • Replace the Svenotar autogun with a Svenotar Melt SON cise seeceiecrseuce eines deweeeeenexs +70 credits

PDF page 109 Printed page 105

Ash Waste Nomad Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Long rifle 55
Stub gun 5

Blast Weapons

Equipment Credits
Blast carbine 25
Blast pistol 10
Blast rifle 20
Heavy blaster* 75

Esoteric Weapons

Equipment Credits
Charge caster with shock blast rockets & krak rockets* 110

Toxin Weapons

Equipment Credits
Venom caster 75

Web Weapons

Equipment Credits
Web gun 65
Web pistol 50

Close Combat Weapons - Chain Weapons

Equipment Credits
Chain lance* 30

Esoteric Weapons

Equipment Credits
Stormcaller staff* (Stormcaller only) 40

Nomad Weapons (Brawler Specialist & Hunter only)

Equipment Credits
Bone talons 20
Chitin dagger 10
Chitin gauntlet 40
Insective knife 20
Trident 65
Venom stave 45
Venom whip 25

Primitive Weapons

Equipment Credits
Long blade 25
Mono-hook 25
Stalking knife 15

Wargear - Armour & Field Armour

Equipment Credits
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Bio-booster 25
Drop rig 10
Grav chute 30
Medicae kit 20
Photo-goggles 35
Photo-lumens 15
Respirator 15

Weapon Accessories

Equipment Credits
Infra-sight 10
Mono-sight 20
Telescopic sight 20

Mounts

Equipment Credits
Dustback Helamite 55

Pets

Equipment Credits
Arthromite Spinewyrm 60
Ashwing Helamite 70
Unbound Helamite 70

MOUNTS

DUSTBACK HELAMITE

Exclusive A Fighter equipped with a Dustback Helamite gains the Mounted and Agile Subtypes, the Mighty Leap skill and sets their Movement characteristic to 8". When they perform a Dash action, they add 4" to their Movement characteristic instead of their Initiative.

A Dustback Helamite is equipped with Helamite claws, which gain the Additional Attacks (1) trait.

PDF page 117 Printed page 113

Hive Scum Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Stub gun 5

Flamers

Equipment Credits
Hand flamer 45

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5

Primitive Weapons

Equipment Credits
Throwing knives 10

Shotguns

Equipment Credits
Combat shotgun with salvo & shredder ammo 35
Sawn-off shotgun with solid & scatter shot 30
Shotgun with solid & scatter ammo 35

Close Combat Weapons - Chain Weapons

Equipment Credits
Chainaxe 20
Chainsword 20

Primitive Weapons

Equipment Credits
Axe 15
Fighting knife 5
Flail 10
Maul 20
Two-handed axe* 40
Two-handed hammer* 40

Wargear - Grenades

Equipment Credits
Frag grenades 30
Krak grenades 45
Smoke grenades 15

Armour & Field Armour

Equipment Credits
Hazard suit 10

Personal Equipment

Equipment Credits
Drop rig 10
Photo-goggles 35
Respirator 15

Weapon Accessories

Equipment Credits
Telescopic sight 20

ARMOUR & FIELD ARMOUR

ARANTHIAN BEAUTY PLATING

This unique, master-crafted armour serves as a rig for the remains contained tightly within. It grants Ozostium Aranthus a 4+ Invulnerable save.

PERSONAL EQUIPMENT

ARCHAIC DISPLACER

At the start of each round before the roll for Priority, the player controlling Ozostium Aranthus may attempt to a D6 and consult the table below: use his Archaic Displacer. In order to do so, roll

Lasting Damage Move Ozostium Aranthus up to 6" in any direction, finishing at least 6" away from any enemy model. Move Ozostium Aranthus up to 12" in any direction, finishing at least 6" away from any enemy model. Remove Ozostium Aranthus from the battlefield and place him anywhere else on the battlefield at least 6" away from any enemy model. Remove Ozostium Aranthus from the battlefield and set him up anywhere else on the battlefield at least 6" away from any enemy model. The Archaic Displacer runs out of charge and may not be used again for the remainder of the battle.

STHENIAN HUNTING RIG

Exclusive A rare suit of Spyrer armour, the Sthenian hunting rig grants its bearer a 5+ Invulnerable save.

PERSONAL EQUIPMENT

MEDI SKULL

Exclusive A medi skull is represented by a model placed

RIDGEHAULER UPGRADES

ARMOURED CONTAINER

Exclusive While they are within 1" of an armoured

within 1" of the owning model. Whenever the owning

friendly Fighters may make an Intelligence check

model moves for any reason, their controlling player may place the medi skull anywhere within 1" of the owning model after the move is finished. The

when they perform the Reload action; if the is passed then the Reload action becomes a Free action.

medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted

RIDGEHAULER TRAILER

with ranged or melee attacks as if it were a Fighter. If the medi skull is ever Wounded it is removed from the battlefield, though it will be available in future battles.

Exclusive A Guild of Coin Ridgehauler may have up to four trailers attached to it; each one enabling cargo loads to be added, though they do not increase any of the Vehicle's characteristics.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or

During a battle, the trailers and Guild of Coin Ridgehauler are treated as one model and may

Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

become detached from each other.

PROMETHIUM TANK

Exclusive As fuel is ever in high demand out in the during the Wrap-up step of the Post-battle a gang adds D3x10 credits to their Stash for promethium tank on a Guild of Coin Ridgehauler that took part in the battle and was not taken Out of Action.

PDF page 42 Printed page 40

ESCHER CHEM-ALCHEMY

In addition to the standard selection of chems, toxins and poisonous gases available on Necromunda, House Escher gangs can buy speciality concoctions and compounds from those detailed below.

USING CHEM-ALCHEMY

When a Chem-alchemy Elixir is purchased, it represents sufficient supply to be used once per Cycle. This means that if a Chem-alchemy Elixir is used in a battle, it may not be used again during any other battle that Cycle, but can be used again in the next Cycle.

Chem-alchemy Elixirs are considered to be part of every Escher Fighter's Equipment List, regardless of whether they are part of an Escher gang or an Escher variant gang (see page 26).

STIMMS

Stimms are beneficial chems Fighters use to heal themselves or enhance their fighting abilities. A Fighter can start a battle under the effects of any stimm they are equipped with if they choose, or an Active Fighter can administer that stimm during a battle by performing the Administer Dose action:

Administer Dose (Single): Choose one stimm this Fighter is equipped with; either this Fighter or a friendly Fighter within 1" are now under the effects of that stimm.

'The effects of a stimm expire during the Wrap-up step of the Post-battle sequence.

BLOOD RUSH

15 credits Effect: When this stimm is administered to a Fighter, that Fighter immediately regains 1 Wound lost earlier in the battle.

GRACE

20 credits Effects: A Fighter under the effects of this stimm increases their Initiative characteristic by 1 and applies a +1 modifier to any Agility test they make. The stimm fills them with such a strong need to move that if they do not end their activation at least 3" away from where they started it, they suffer a Str 2, AP -2, L1 Hit.

HYPER

20 credits Effect: A Fighter under the effects of this stimm increases their Movement characteristic by 2", and when they perform the Charge action, this bonus is increased to 3". This increased level of hyperactivity makes them exceptionally twitchy, and they must reduce all of their Hit rolls by 1.

PDF page 43 Printed page 41

GASEOUS AMMO

This includes all manner of collected poisonous chemicals and vapours, carefully sorted and stored by the Chymist Cults. A Fighter equipped with gaseous ammo can apply its effects to any weapon they are equipped with that has the Gas trait during the Pre-battle Sequence, once crews have been selected.

Once applied to a weapon with the Gas trait, gaseous ammo will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up step of the Post-battle Sequence.

HALLUCINOGEN

20 credits Effect: If an Injury dice is rolled for a Fighter wounded by a weapon with this gaseous ammo applied, that Fighter makes a Willpower check. If the Willpower check is failed, they gain the Insanity Condition.

LIFTING

25 credits Effect: This gaseous ammo can only be applied to a weapon that has both the Gas and Template traits. When making an attack using a weapon with this gaseous ammo applied, the template may be placed up to 6" away from the Fighter making the attack. When placing the template, it must be positioned so that the narrow end points directly towards the Fighter making the attack. The wide end of the template must be the furthest part of the template from the Fighter.

PYROPHORIC

20 credits Effect: A weapon with this gaseous ammo applied gains the Blaze (5+) trait.

POISONS

The poisons used by the Chymist Cults are virulent toxins and the most extreme kinds of weaponised chemicals. A Fighter equipped with a poison can apply its effects to any weapon they are equipped with that has the Toxin (X+) trait during the Pre-battle Sequence, once crews have been selected.

Once applied to a weapon with the Toxin (X+) trait, the poison will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the WraH1p step of the Post-battle Sequence.

EXPLODING

20 credits Effect: If a Fighter is taken Out of Action by a hit from a weapon with this poison applied, before removing them from the battlefield place a 3" Blast marker over that Fighter, with the marker's hole centred on their base. All models touched by this Blast marker suffer an immediate Str -, AP -, L1 Hit as if from a weapon with the Gas and Toxin (3+) traits.

IRRADIATING

20 credits Effect: A weapon with this poison applied gains the Rad-phage trait.

PARALYSING

15 credits Effect: If a Fighter is Wounded by a weapon with this poison applied, they must immediately make a Toughness check; if the check is failed, they become subject to the Webbed Condition.

PDF page 29 Printed page 27

House Escher equipment list addenda

Category Equipment Credits
Ranged weapons / Bolt Weapons • Boltgun 55
Ranged weapons / Primitive Weapons • Heavy wyld bow 50
Ranged weapons / Primitive Weapons • Wyld bow 15
Ranged weapons / Primitive Weapons • Wyld bow - acid arrows +15
Ranged weapons / Primitive Weapons • Wyld bow - explosive arrows +10
Ranged weapons / Primitive Weapons • Wyld bow - poison arrows +30
Ranged weapons / Toxin Weapons • Needle sniper 60
Ranged weapons / Toxin Weapons • Repeater needle rifle (Gun Maiden only) 55
Category Equipment Credits
Close combat weapons / Power Weapons 2 • Power axe 40
Close combat weapons / Power Weapons • Power hammer 40
Close combat weapons / Repurposed Tools • 'Nox' servo-claw 40
Close combat weapons / Toxin Weapons • Khimerix sting* (Blade Maiden only) 45
Wargear / Personal Equipment • Auto-chem (Chem Wytch only) 30
Wargear / Personal Equipment • Multi-harness (Huntress only) 20
Wargear / Personal Equipment • Servo-medicae (Chem Wytch only) 30
PDF page 33 Printed page 31

Wyld Hunt equipment list

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons • Autogun 20
Ranged weapons / Auto/Stub Weapons • Autopistol 10
Ranged weapons / Auto/Stub Weapons • Stub gun 5
Ranged weapons / Bolt Weapons • Boltgun 55
Ranged weapons / Las Weapons • Lasgun 15
Ranged weapons / Las Weapons • Laspistol 5
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons • plasma pistol 70
Ranged weapons / Primitive Weapons • Heavy wyld bow 50
Ranged weapons / Primitive Weapons • Heavy wyld bow - acid arrows +15
Ranged weapons / Primitive Weapons • Heavy wyld bow - explosive arrows +10
Ranged weapons / Primitive Weapons • Heavy wyld bow - multi-shot arrows +20
Ranged weapons / Primitive Weapons • Heavy wyld bow - poison arrows +10
Ranged weapons / Primitive Weapons • Throwing knives 10
Ranged weapons / Primitive Weapons • Wyld bow 15
Ranged weapons / Primitive Weapons • Wyld bow - acid arrows +15
Ranged weapons / Primitive Weapons • Wyld bow - explosive arrows +10
Ranged weapons / Primitive Weapons • Wyld bow - multi-shot arrows +20
Ranged weapons / Primitive Weapons • Wyld bow - poison arrows +20
Ranged weapons / Primitive Weapons • Wyld bow - smoke arrows +10
Ranged weapons / Toxin Weapons • Needle pistol 25
Ranged weapons / Toxin Weapons • Needle rifle 45
Ranged weapons / Toxin Weapons • Needle sniper 60
Ranged weapons / Toxin Weapons • 'Nightshade' chem-thrower 95
Category Equipment Credits
Close combat weapons / Chain weapons Chainsword 20
Close combat weapons / Power weapons Power axe 40
Close combat weapons / Power weapons Power hammer 40
Close combat weapons / Power weapons Power sword 40
Close combat weapons / Primitive weapons Fighting knife 5
Close combat weapons / Primitive weapons Whip 5
Close combat weapons / Repurposed tools 'Nox' servo-claw 45
Close combat weapons / Toxin weapons Khimerix sting* (Blade Maiden only) 45
Close combat weapons / Toxin weapons Stiletto knife 25
Close combat weapons / Toxin weapons Stiletto sword 45
Close combat weapons / Toxin weapons Venom claw (Death-Maiden only) 50
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & field armour Mesh armour 40
Wargear / Armour & field armour Refractor field 50
Wargear / Personal equipment Drop rig 10
Wargear / Personal equipment Medicae kit 20
Wargear / Personal equipment Multi-harness (Huntress only) 20
Wargear / Personal equipment Photo-goggles 35
Wargear / Personal equipment Respirator 15
Wargear / Weapon accessories Las-projector 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Escher Cutter 150
Wargear / Pets Phelynx 60
PDF page 37 Printed page 35

Chymist Cult equipment list

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons • Autogun 20
Ranged weapons / Auto/Stub Weapons • Autopistol 10
Ranged weapons / Auto/Stub Weapons • Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons • Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Combi-weapons Combi-weapon (bolter/needler) 70
Ranged weapons / Flamers • Flamer 70
Ranged weapons / Flamers • Hand flamer 45
Ranged weapons / Las Weapons • Lasgun 15
Ranged weapons / Las Weapons • Laspistol 5
Ranged weapons / Melta Weapons • Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Primitive Weapons • Throwing knives 10
Ranged weapons / Shotguns • Shotgun with solid & scatter ammo 35
Ranged weapons / Shotguns • Shotgun with solid & scatter ammo - • Shotgun with solid & scatter ammo - acid ammo +15
Ranged weapons / Toxin Weapons • Needle pistol 25
Ranged weapons / Toxin Weapons • Needle rifle 45
Ranged weapons / Toxin Weapons • Needle sniper 60
Ranged weapons / Toxin Weapons • 'Nightshade' chem-thrower 95
Ranged weapons / Toxin Weapons Repeater needle rifle (Gun Maiden only) 55
Category Equipment Credits
Close combat weapons / Chain Weapons • Chainsword 20
Close combat weapons / Power Weapons Power axe 40
Close combat weapons / Power Weapons • Power hammer 40
Close combat weapons / Power Weapons Power sword 40
Close combat weapons / Primitive Weapons • Fighting knife 5
Close combat weapons / Shock Weapons Shock whip 10
Close combat weapons / Toxin weapons Khimerix sting* (Blade Maiden only) 45
Close combat weapons / Shock Weapons • Stiletto knife 25
Close combat weapons / Shock Weapons • Stiletto sword 45
Close combat weapons / Shock Weapons • Venom claw (Death-Maiden only) 50
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades • Krak grenades 45
Wargear / Grenades • Smoke grenades 15
Wargear / Armour & Field Armour • Mesh armour 40
Wargear / Armour & Field Armour • Refractor field 50
Wargear / Personal Equipment • Auto-chem (Chem Wytch only) 30
Wargear / Personal Equipment • Drop rig 10
Wargear / Personal Equipment • Medicae kit 20
Wargear / Personal Equipment • Photo-goggles 35
Wargear / Personal Equipment • Respirator 15
Wargear / Personal Equipment • Servo-medicae (Chem Wytch only) 30
Wargear / Weapon Accessories • Las-projector 20
Wargear / Mounts • Dirt bike 35
Wargear / Mounts • Escher Cutter 150
Wargear / Pets • Phyrr Cat 80
PDF page 50 Printed page 48

PERSONAL EQUIPMENT

AUTO-CHEM

Exclusive A Fighter equipped with an auto-chem treats the Administer Dose action as a Free action.

MULTI-HARNESS

Exclusive When a multi-harness is equipped, any weapons equipped by the Fighter that have the Light trait also gain the Reliable trait.

SERVO-MEDICAE

Exclusive An Active Fighter equipped with a servo-medicae may perform the Auto-medicate action:

Auto-medicate (Free): When a Fighter performs this action, target either them or a friendly Active or Suppressed Fighter within 3" and make an Intelligence check for this Fighter. If the check is passed then the targeted Fighter regains 1 Wound lost earlier in the battle.

PDF page 42 Printed page 40

GOLIATH GENE-SMITHING

USING GENE-SMITHING

When added to a Gang Roster, a Goliath Fighter without the Beast Subtype may purchase a single Gene-smithing option increasing their Credits Value by the amount listed. These options may only be purchased when a Fighter is added to a Gang Roster. Some Gene-smithing options cost negative credits: those options reduce the Fighter's base cost to recruit and also reduce their Credit Value by the amount listed.

ADAPTIVE BIOLOGY

+15 credits

Effect: The gifts of a strong genetic legacy have given this Fighter almost preternatural levels of strength and resilience, their body adapting swiftly to counter the worst Necromunda has to offer. This fighter may re-roll any Strength or Toughness checks they are required to take. Hits from weapons with the Toxin (X+) trait must re-roll the dice to Wound if they successfully wound this Fighter.

PDF page 43 Printed page 41

ADAPTIVE MIND

+5 credits

Effect: Genetic memory combined with an evolving intelligence grants this Fighter an instinctive understanding of countless fighting styles and skills. This Fighter counts their Secondary skill sets as Primary skill sets when rolling on the Advancements table.

DATA-SLUG OVERLAY

-10 credits

Effect: Something has gone wrong with the data-slug, its false engrams scrambling this Fighter's mind, making them prone to bouts of madness. When this Fighter activates for the first time in a battle, they must make an Intelligence check. If the check is failed, they become subject to the Insanity condition.

IRON FLESH

+30 credits

Effect: Generations of forge workers have passed onto this Fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel. Increase this Fighter's Wounds characteristic by 1.

OVERDEVELOPED MUSCULATURE

+10 credits

Effect: Massive slab-like muscles cocoon this Fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind. Increase this Fighter's Strength characteristic by 1 but reduce their Movement and Initiative characteristics by 1.

OVER-ENGINEERED

-10 credits

Effect: This Fighter represents a mismatch of genetic heritages, some beneficial, some detrimental, making it more likely their body will betray them. When rolling on the Lasting Injury table for this Fighter, the person rolling rolls twice and applies the higher result. This Gene-smithing upgrade cannot be combined with Redundant Organs.

REDUCED BONE DENSITY

-10 credits

Effect: This Fighter's bones lack the rock-like solidity of most Goliaths. Reduce this Fighter's Toughness characteristic by 1.

REDUNDANT ORGANS

+15 credits

Effect: Extra organs have grown in this Fighter's body, providing them with redundancies in case of severe internal trauma. When rolling on the Lasting Injury table for this Fighter, the person rolling rolls twice and applies the lower result. This Gene-smithing upgrade cannot be combined with Over-engineered.

SCAR TISSUE

+15 credits

Effect: Great knots of scar tissue cover this Fighter's body, inuring them to both pain and damage. Reduce the Lethality of all hits suffered by this Fighter by 1, to a minimum of 1.

STIMM IMPLANT

+10 credits

Effect: Experimental chem pumps have been attached to the Goliath's organs allowing them to synthesise a steady stream of stimms into their blood. When this Fighter activates, they can choose to increase their Strength characteristic by 2 until the end of the round. However, if they do, they must roll a D6 in the Bottle Checks step of the End phase. On a roll of 4+, they suffer a Str -, AP -, L1 Hit that Wounds automatically and ignores Saves.

SURVIVOR

+10 credits

Effect: This Fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss. When making Recovery tests for this Fighter, they may re-roll one of the Injury dice.

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House Goliath Equipment List Addenda

Ranged weapons

Category Equipment Credits
Auto/stub weapons Heavy stubber* 70
Flamers Heavy flamer* 95
Repurposed tools Ignition cannon* 110

Close combat weapons

Category Equipment Credits
Power weapons Power axe 40
Repurposed tools Crucible hooks* (Forge Breaker only) 60
Repurposed tools Forge axe* (Forge Breaker only) 45
Repurposed tools Forge hammer* 45
Repurposed tools Servo arm 65

Wargear

Category Equipment Credits
Personal equipment Chem slugger (Forge Patcher only) 45
Personal equipment Servo-medicae (Forge Patcher only) 30
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Furnace Brutes Equipment List

Ranged weapons

Category Equipment Credits
Auto/stub weapons Heavy stubber* 70
Auto/stub weapons Stub cannon 35
Auto/stub weapons Stub gun 5
Bolt weapons Boltgun 55
Bolt weapons Bolt pistol 45
Combi-pistols Combi-pistol (stub gun/plasma pistol) 75
Flamers Flamer 70
Flamers Heavy flamer* 95
Grenade launchers Assault grenade launchers with frag grenades* (Stimmer only) 45
Grenade launchers - krak grenades +50
Grenade launchers - smoke grenades +20
Grenade launchers Grenade launcher with frag & krak grenades 80
Grenade launchers - smoke grenades +15
Repurposed tools Ignition cannon* 110
Repurposed tools 'Krumper' rivet cannon 45
Repurposed tools Storm welder (Forge-Born only) 60
Shotguns Combat shotgun with salvo & shredder ammo 35
Shotguns Shotgun with solid & scatter ammo 35

Close combat weapons

Category Equipment Credits
Power weapons Power hammer 40
Primitive weapons Cleaver 25
Primitive weapons Fighting knife 5
Primitive weapons Maul 20
Primitive weapons 'Pulverizer' serrated axe 35
Primitive weapons Paired 'Pulverizers'* 55
Primitive weapons 'Renderizer' serrated axe* 65
Primitive weapons Two-handed axe* 40
Primitive weapons Two-handed hammer* 40
Repurposed tools Crucible hooks* (Forge Breaker only) 60
Repurposed tools Forge axe* (Forge Breaker only) 45
Repurposed tools Forge hammer* 45
Repurposed tools Heavy rock saw* (Forge-Born only) 100
Repurposed tools Servo arm 65
Repurposed tools Spud-jacker 25
Repurposed tools Paired spud-jackers* 40

Wargear

Category Equipment Credits
Grenades Frag grenades 30
Grenades Krak grenades 45
Grenades Smoke grenades 15
Armour & field armour Mesh armour 40
Armour & field armour Refractor field 50
Personal equipment Chem slugger (Forge Patcher only) 45
Personal equipment Drop rig 10
Personal equipment Medicae kit 20
Personal equipment Photo-goggles 35
Personal equipment Respirator 15
Personal equipment Servo-medicae (Forge Patcher only) 30
Personal equipment Stimm-slug stash 25
Mounts Dirt bike 35
Mounts Goliath Mauler 100
Pets Sumpkroc 65
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Unborn Equipment List

Ranged weapons

Category Equipment Credits
Auto/stub weapons Heavy stubber* 70
Auto/stub weapons Stub cannon 35
Auto/stub weapons Stub gun 5
Bolt weapons Boltgun 55
Bolt weapons Bolt pistol 45
Flamers Flamer 70
Flamers Hand flamer 45
Flamers Heavy flamer* 95
Grenade launchers Assault grenade launchers with frag grenades* (Stimmer only) 45
Grenade launchers - krak grenades +50
Grenade launchers - smoke grenades +20
Grenade launchers Grenade launcher with frag & krak grenades 80
Grenade launchers - smoke grenades +15
Melta weapons Meltagun 140
Repurposed tools Ignition cannon* 110
Repurposed tools 'Krumper' rivet cannon 45
Repurposed tools Storm welder (Forge-Born only) 60
Shotguns Combat shotgun with salvo & shredder ammo 35
Shotguns Shotgun with solid & scatter ammo 35

Close combat weapons

Category Equipment Credits
Power weapons Power axe 40
Power weapons Power hammer 40
Primitive weapons Cleaver 25
Primitive weapons Fighting knife 5
Primitive weapons Maul 20
Primitive weapons 'Pulverizer' serrated axe 35
Primitive weapons Paired 'Pulverizers'* 55
Primitive weapons 'Renderizer' serrated axe* 65
Primitive weapons Two-handed axe* 40
Primitive weapons Two-handed hammer* 40
Repurposed tools Forge hammer* 45
Repurposed tools Heavy rock saw* (Forge-Born only) 100
Repurposed tools Servo arm 65
Repurposed tools Spud-jacker 25
Repurposed tools Paired spud-jackers* 40

Wargear

Category Equipment Credits
Grenades Frag grenades 30
Grenades Krak grenades 45
Grenades Smoke grenades 15
Armour & field armour Mesh armour 40
Armour & field armour Refractor field 50
Personal equipment Chem slugger (Forge Patcher or Unborn Doc only) 45
Personal equipment Drop rig 10
Personal equipment Medicae kit 20
Personal equipment Medi skull (Unborn Doc only) 45
Personal equipment Photo-goggles 35
Personal equipment Respirator 15
Personal equipment Servo-medicae (Forge Patcher or Unborn Doc only) 30
Personal equipment Stimm-slug stash 25
Mounts Dirt bike 35
Mounts Goliath Mauler 100
Pets Sumpkroc 65
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PERSONAL EQUIPMENT

CHEM SLUGGER

Exclusive

An Active Fighter equipped with a chem slugger may perform the Chem Slug action:

Chem Slug (Single): Target a friendly Fighter within 2", during their next activation they may perform an additional action. At the end of their activation, roll a D6. On a result of 4+, nothing happens. On a result of 1-3, the Fighter's system is overloaded and they suffer a Str -, AP -, L1 Hit that Wounds automatically with no saves allowed.

MEDI SKULL

Exclusive

A medi skull is represented by a model placed within 1" of the owning model. Whenever the owning model moves for any reason, their controlling player may place the medi skull anywhere within 1" of the owning model after the move is finished. The medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted with ranged or melee attacks as if it were a Fighter. If the medi skull is ever Wounded it is removed from the battlefield, though it will be available in future battles.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

SERVO-MEDICAE

Exclusive

An Active Fighter equipped with a servo-medicae may perform the Auto-medicate action:

Auto-medicate (Free): When a Fighter performs this action, target either them or a friendly Active or Suppressed Fighter within 3" and make an Intelligence check for this Fighter. If the check is passed then the targeted Fighter regains 1 Wound lost earlier in the battle.