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.
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.
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 |
- SR
- 6"
- LR
- 24"
- Str
- 3
- AP
- -
- L
- 1
- Cr
- —
- TP
- E
- SR
- 20"
- LR
- 40"
- Str
- 4
- AP
- -1
- L
- 1
- Cr
- —
- TP
- E
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.
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.
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.
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.
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 |
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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 |
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -1
- L
- 1
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.
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.
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 |
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.
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.
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.
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 |
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
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.
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.
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.
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.
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 |
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 |
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 |
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.
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.
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.
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 |
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 |
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 |
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.