Gangs of Nu Ork
Gangs of Nu Ork
Gangs of Nu Ork is a modifed ruleset and an alternative campaign setting based on the games Necromunda (by
Rick Priestley with Jervis Johnson and Andy Chambers), Gorkamorka (by Rick Priestley with Andy Chambers and
Gavin Thorpe) and Mordheim (by Tuomas Pirinen with Rick Priestley and Alessio Cavatore), all originally published
by Games Workshop Limited. This document is an amalgam of all three game systems but is primarily based on
Necromunda Community Edition, a fan-based rules update by Anthony Case, with the addition of vehicle rules
from Gorkamorka and the Ash Wastes supplement for Necromunda by Chris Ward and Stuart Witter (originally
published in Necromunda Magazine). Gangs of Nu Ork would not exist without the foundations laid by these great
game developers.
Much of the additional material has been inspired by other Games Workshop publications too numerous to list,
including some of the venerable sourcebooks of the Rogue Trader era, other Specialist Games titles, White Dwarf,
Black Library novels, and many of the Codexes that are currently in publication.
I would also like to thank all the posters on Da Waaagh! forum for a warm reception and valueable feedback.
Last and certainly least, I have to mention Jeremy Olsen, author/editor of Inquisimunda, because he demended to
be in the credits and so here he is.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels,
Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device,
Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark
Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye
of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games
Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo,
Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of
Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda,
Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven,
the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter
logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid,
Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k
Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks,
names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl
game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or
Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
In Gangs of Nu Ork, players string their battles into a Nu Ork is a lawless place and so people tend to band
continuous narrative called a Campaign. Fighters tend together for safety and mutual support. These range
to survive from battle to battle and actually become from small farming communities that grow fungi and
more and more powerful as they gain experience and squiggly beasts to large guilds of artisans and craftmen
find or buy new, more powerful weapons and armour. who trade their wares in downtown Nu Ork. But the
However, the injuries they suffer also accumulate and most interesting to us are the roving gangs looking to
if not treated properly they can seriously affect your make a name for themselves by seeking fortune and
models' capability to fight. fame in the abandoned outskirts of the city where few
dare to tread. The void shield that protects the city
After each battle, there is an additional game phase we from the cold vacuum of deep space is weaker here,
call simply the "post-battle sequence" and this is when and explorers risk explosure to meteor strikes, solar
players manage their fighters, determine if any of them radiation or momentary decompression. Dangerous
gain any new abilities, treat their injuries, earn money, beasts and violent outlaws also prowl these parts in
buy new equipment and get ready for the next fight. search of food and victims, but still the gangs come.
We've built somefink great here, boyz. But if we wanna keep it, we gotta look out for da bad guys who wanna
ruin it. Da panzees who are jealous of our strength. Da grot rebels who fink they should be equal even if they're
weedy little shits. And most of all da beekies, who just can't stand seeing anyone have any fun in dis galaxy.
-Warlord Blackfang of Nu Ork
MODEL ARCS
Fighters have a limited field of vision. They cannot see
all around but only in a 180-degree front arc. Generally
it is easy to tell from the model which way it is looking,
but if there is any ambiguity players should mark the
front arc on the fighter's base.
RESOLVING DISPUTES
No rulebook could ever hope to cover each and every possible situation that can arise in a system as complex
and detailed as a tabletop wargame. And as internet forums have shown time and again, even rules that seem
perfectly clear to the authors and to the majority of the players can be interpreted in a very different way by
some individuals.
Disagreements are therefore certain to happen, and we would prefer players to resolve them not by asking
themselves Which solution is more likely to let me win? but to ask instead: Which solution will be the most
entertaining for everyone at the table?
CHARACTERISTIC PROFILE
A models characteristic values are written in the form Movement (M): A models movement is the number of
of a convenient chart which we call his Characteristic inches he can normally move in a turn, although he can
Profile. As an example, the starting profile for a regular move faster when running or charging.
human ganger looks like this: Weapon Skill (WS): Weapon Skill is a measure of close
Ganger M WS BS S T W I A Ld combat ability how good the model is at melee
Mad Mike 4 3 3 3 3 1 3 1 7 (hand-to-hand) fighting.
As you fight games against other players your fighters Ballistic Skill (BS): Ballistic Skill shows how good a shot
will get better and their characteristics will rise. This is the model is. When you shoot a gun the chance of
explained in detail later on. For now its enough to hitting a target depends upon your Ballistic Skill.
know what the characteristics are and how they vary. Strength (S): Strength simply shows how strong a
fighter is! Strength is especially important when you
MINIMUM VALUES
fight melee combat because the stronger you are the
Gang fighters can sometimes suffer penalties to their
harder you can hit your opponent.
characteristic profile, usually due to serious injuries.
Even if a model suffers multiple penalties to the same Toughness (T): Toughness is a measure of how easily
value it's not possible to modify a characteristic to an individual can withstand a hit from a weapon or a
below 1. The exception to this is Wounds, which can be blow from a club, hand weapon or fist. The tougher
modified to 0 during a battle if the fighter becomes you are the harder you are to wound or kill.
injured. Note there are also special circumstances Wounds (W): A fighter's Wounds value shows how
when a fighter's Weapon Skill and/or Ballistic Skill can many times he can be wounded before he collapses
be reduced to zero, such as if he becomes broken or is and goes down dead or otherwise incapacitated. Most
blinded by a flare. individuals have a Wounds value of only 1 but tough
It's possible for a model to have two separate Strength veteran gangers might have 2 or more.
values, one for each arm. This can happen if the fighter Initiative (I): The Initiative value represents alertness
suffers an Arm Wound or is using a bionik arm. Make and reaction speed. It determines a fighters chance of
sure to note this down clearly on your gang roster so dodging a sudden blow or gathering his wits while
you do not forget! If the model is required to take a shells and bombs explode around him.
Strength test then the arm with the highest Strength Attacks (A): The Attacks value indicates the number of
can be used for the test unless noted otherwise. Attack dice rolled when the model fights in melee
MAXIMUM VALUES combat. The more dice you roll the more chance you
Each species of ganger has the highest possible values have of beating your opponent!
for all his characteristics listed in the Ganger Profiles Leadership (Ld): Leadership represents raw courage
section. These limitations are based on the species' and self-control. The higher a persons Leadership the
physical make-up and simply cannot be surpassed with more likely he is to remain steadfast in combat while
any amount of training. others run off or are slain around him.
PHASES OF A TURN
To keep track of whos doing what and when, each turn is divided into four distinct phases as shown below. Each
phase must be completed before beginning the next. So, on your turn you begin by moving all your models, then
you shoot with all models that can do so, then fight melee combat, and finally attempt to recover any models that
are down or fleeing.
Once your turn is complete your opponent takes his turn. He works through each phase of his own turn, moving,
shooting, melee and recovery, after which his turn is over and you begin your next turn.
A battle lasts until one side either gives in or is forced into defeat as described later. Your gang can also be obliged
to withdraw from the fight if it takes too many casualties. In some scenarios, there is a specific objective which
you must achieve, for example to destroy a machine or rescue a captive. Each scenario describes what you must
do to win, and therefore end, the game.
PHASE 1: MOVEMENT
During the movement phase you may move your models
according to the rules given later for movement.
PHASE 2: SHOOTING
In the shooting phase you may attack with appropriate
ranged weapons as described in the rules for shooting.
PHASE 3: MELEE
During the melee phase all models in hand-to-hand
combat may fight. Note that both sides fight in melee
combat regardless of whose turn it is.
PHASE 4: RECOVERY
During the recovery phase you can attempt to recover
individuals who have been downed by injuries, pinned by
enemy fire, or who have fled from the fight. The rules for
all these conditions are described later.
Movement phase effects that do not have to be resolved at the start of the movement phase can be resolved at
any time during the phase after all compulsary moves have been made.
COMPULSORY MOVEMENT
Sometimes a model is obliged to move in a certain way and this is called a compulsory move. For example, a
fighter who is subject to stupidity must move in a random direction. Make all the required compulsory moves
before performing any remaining movement.
ADVANCE RUN
This is the basic move action. It represents your fighter Running fighters are actually capable of moving much
moving at a fairly rapid rate but allowing him time to faster than when they advance. A running fighter can
aim and shoot a weapon and generally observe what is move at double his normal speed; 8" rather than 4",
going on around him. An advancing fighter may move for example. A running fighter forefits his chance to
up to his Movement value in inches in any direction. shoot during the turn he runs. He is focused purely on
Most fighters have a Movement value (M) of 4 and so moving and is not prepared to fight, having shouldered
can move 4" in any direction. In normal circumstances or holstered his weapons.
you do not have to move your fighters the full distance
or at all if you do not wish. At the end of his move the You should declare that fighters are running as they
fighter can be turned to face in any direction. During move, as this will help to remind both players that the
an advance a fighter cannot move within 1 of any model is unable to shoot that turn. Forgetful players
enemy model. This restriction is in place to avoid any should mark running models with appropriate tokens.
confusion regarding whether models are engaged in
melee or not. If a fighter starts his movement phase with any enemy
models within 8" then he cannot run that turn, nor can
After making an advance, the fighter may attempt to a running fighter approach within 8" of an enemy while
hide as described on page 11. he is moving. The fighter is unwilling to put away his
weapons with enemies so close and must stay alert to
A fighter may shoot with most ranged weapons after them. This applies even if he cannot actually see the
advancing as described in the Shooting phase section. nearby enemy as he may well have heard them moving
A few weapons can only be used if the fighter did not or loading their guns. Only enemy models who are in
perform any actions in the movement phase except for hiding (as described on page 11) can be ignored as the
pivoting in place. ganger is entirely unaware of their presence.
A fighter can hide if he makes and advance and ends his movement behind a low wall or column, at the corner of
a building, or in a similar position where a person might reasonably conceal himself. The player declares that his
fighter is hiding at the end of the move and can indicate this by placing a Hidden counter beside the model.
While hidden a fighter cannot be seen or shot at, even if a portion of the model is actually sticking up or out from
its cover. While hidden a fighter cannot shoot without giving away his position or coming out of hiding. If a hiding
fighter shoots or moves so that he can be seen then he is no longer hidden and the Hidden counter is removed.
He also reveals himself if he runs or charges, as such rapid movement produces enough noise to alert the enemy.
A model may stay hidden over several turns so long as it remains behind a concealing wall or similar feature. It
may even move around behind cover so long as it remains concealed while it does so. If an enemy moves into a
position where he would clearly be able to see the hidden fighter, then the fighter cannot claim to be hidden any
longer and the Hidden counter is removed. The hiding fighter is revealed to all enemy models, not just the one
who spotted him imagine that the spotter shouts a quick warning as soon as he becomes aware of the enemy.
A model may not hide if it is too close to an enemy he will be seen or heard no matter how well concealed he
may be. This distance varies according to the enemy fighter, who will always see, hear, or otherwise spot hidden
foes within his Initiative value in inches. So, a fighter whose Initiative value is 3 will automatically spot all hidden
enemies within 3".
HOVERING
Some models, such as Servo-skulls and Tau Drones, can
hover above the ground, typically at about eye-level.
They are usually no faster than a typical humoanoid,
but can navigate uneven terrain much more easily.
TELEPORTATION
Even rarer than hover or flight are devices that allow
the user to teleport. These allow a model to traverse
long distances instantly, but are incredibly dangerous
because the user momentarily enters Warp Space.
VERTICAL MOVEMENT
Battles in Nu Ork often take place amidst crumbling skyscrapers, ruined factories and warehouses. Fighters can
gain an important tactical advantage by seeking higher ground and navigating the rooftops of the combat zone to
attack their enemies from an unexpected angle or to take up an easily defensible position.
Fighters may climb vertical or near-vertical surfaces just like they walk on solid ground, so moving 1" up or down
along a wall is the same as moving 1" along the ground. If the surface is easy to climb, for example a stairway or
ladder, it is treated as clear ground. Scaling a wall is more difficult and counts as difficult ground, so 1" of vertical
movement takes 2" of the fighter's movement allowance.
Fighters can climb even while running or charging. It is not permissible, however, to have a fighter stop without a
solid surface underfoot. A fighter may only climb up or down if he has enough movement to reach the next level.
- If a fighter is pinned or goes down within 1" of an edge there is a chance he will slip and fall off. To determine
this he must take an Initiative test. If the test is failed then he falls over the edge.
- If a fighter is engaged in melee combat within 1" of an edge then he may fall off if he loses the combat. The
fighter must take an Initiative test. If the test is failed then he falls over the edge. You can take the test even if the
fighter is taken out of action by his opponent, just to see if the loser's limp body rolls over the edge. There is no
additional damage in this case since the fighter is already incapacitated, but it's funny to imagine nonetheless.
- If a fighter is forced to move in a random direction, such as due to moving through smoke or under the effects of
stupidity, then there is a chance he may fall if he touches an edge. The fighter must take an Initiative test. If the
test is failed then he walks right over the edge. If the test is passed then the fighter realizes his peril and ends his
movement at the edge.
FALLING DAMAGE
A fighter who falls sustains an automatic hit at a strength equal to the height of the fall in inches (rounding down,
so a fall of less than 1" inflicts no damage, but the model is still pinned). For every full 3" of falling distance, the
model suffers an extra hit (so two hits if falling 3-6", three hits if falling 6-9", and so on) at the same Strength.
Armour saves do apply to wounds sustained by falling, with an armour save modifier equal to the amount of hits
sustained (so -1 in a fall of up to 3", -2 in a fall of 3-6", and so on).
A fighter who falls but does not go down or out of action becomes pinned. Even those who are normally immune
to pinning from enemy fire are pinned by falling, as no amount of stubbornness will help them land on their feet!
JUMPING
A fighter can safely jump down to a lower level as long as the height is 3 or less. If the fighter attempts to jump
then he must take an Initiative test. If the test is failed, or if the height turns out to be greater than 3", the fighter
lands clumsily and is treated exactly as if he fell, with all the usual consequences of falling. If the test is passed and
the height is not greater than 3" then the fighter lands safely and can continue his move. The jump only costs him
1" of movement regardless of height.
A model can also attempt to jump across a horizontal gap from one side to the other. Move the model up to the
gap and roll a D6. If the result is equal to or greater than the width of the gap in inches then he successfully leaps
over to the other side. The fighter can continue his move if he has any remaining movement left. The distance
jumped counts towards his normal movement distance. If he fails to cover the gap, either because the D6 was too
low or if he doesn't have enough movement left, the fighter plummets down as per a fall.
MOVING TERRAIN
Some small terrain features, such as barrels, crates, trash cans and furniture can be moved by gangers during a
battle. Generally, the point of doing that is to create some mobile cover for your fighters or to clear a path for
your vehicles. Discuss with your opponent which items can reasonably be moved by one man. A ganger can pull
or push one such item along with him as he moves, but he moves at half his usual rate and cannot run or charge.
A fighter can always open and move through a door during his movement phase. If he moves at his normal speed
he can also close any doors behind him (or in front of him, if he prefers to stay out of sight) but a fighter who is
running or charging cannot close doors as that would require him to pause in his movement.
Broken fighters who are fleeing in the recovery phase can also move through doors unhindered but because of
their panic they do not have the presence of mind to close the doors behind them.
Fighters making a follow-up move in the melee phase do not have enough time to open or close doors since they
only have a second or two to dive behind cover or engage another opponent before their enemies can react.
This bears spelling out very clearly because it is crucial for having a fair and fun game:
It is absolutely impossible and forbidden to shoot through a doorway and then close the door in the same turn.
ATTACKING TERRAIN
Sometimes a fighter may want to attack an inanimate object rather than an enemy. Perhaps he wants to cave in a
door, smash a cargo container or even tear down a brick wall to reach enemy models taking refuge behind it. Any
terrain feature can be destroyed if both players agree please be fair and reasonable here! Destructible terrain
features can be attacked and damaged in the same manner as destructible objectives (see page 185) and should
be assigned sensible Armour Values ahead of time. Demolition equipment (also described on page 185) can also
be used against destructible terrain features, although it may be overkill in many cases (you really do not need a
melta bomb to break a window!) Keep in mind that only clearly defined terrain features can be attacked and only
with the intent to destroy that feature. It is not allowed, for example, to shoot a blast weapon at the ground in
front of an enemy model just to avoid a cover modifier!
Here are a few examples of destructible terrain and their Armour Values. Use them as a guide when assigning
Armour Values to other terrain. Also note that some items just cannot be destroyed by some weapons you can
shoot an autogun at a sandbag wall all day long and it won't matter. Please use some common sense here as well.
FUEL DRUMS: These are roughly man-sized barrels of oil, prometheum, squig gas, or other highly flammable
liquid. If fuel drums are used then several should be placed around the table, preferrably in spots where they
could be very useful for cover. Gangers can shoot at fuel drums with no special modifiers to hit. Also, when
shooting at an enemy fighter who is taking cover behind a fuel drum, an attack that misses by 1 point (for
example, rolling a 3 to hit when you need a 4+) hits the fuel drum. Fuel Drums have Armour Value 8. If they are
successfully penetrated roll a D6:
1-3: Empty drum. The shot just rattles the barrel. Do not roll for the same drum again. If its empty, its empty!
4-5: Half-full drum. The drum explodes. Centre a 3 blast marker on it. Anyone hit suffers a strength 4 hit.
6: Full drum! The drum explodes violently. Centre a 5 blast marker on it. Anyone hit suffers a strength 5 hit.
Explosions are resolved in the same way as scattered blast weapon hits, so everyone touched by the marker is
partially hit and can attempt to evade the blast with an Initiative test as described in the shooting section.
STEAM PIPES: Some parts of the city have long sections of piping running through it. A well-placed shot can burst
a pipe and cover the enemy in scalding steam, plasma, toxic refuse or other damaging substance. To burst a pipe,
a ganger must intentionally target a small spot, so he suffers the -1 to hit penalty for small targets. A steam pipe
has Armour Value 7. If hit and successfully penetrated, roll a D6:
1-3: Empty pipe. Nothing happens. Do not roll again for the same individual pipe, it is empty all along its length.
4-5: Low pressure. Place the medium flamer template as spraying directly from the target spot at a right angle.
6: High pressure. Place the normal flamer template as spraying directly from the target spot at a right angle.
Resolve hits in the same way as for template weapons, so models fully under the template are hit and models
partially under the template are partially hit and can attempt to evade the damage with an Initiative test as
described in the shooting section. All hits from steam pipes are resolved at strength 3.
TOXIC POOLS: Nu Ork has a more than healthy amount of heavy industry and the Orky overlords are even less
bothered by pollution and toxic waste than other governments would be. Pools of corrosive acid, radioactive
waste or other hazardous materials are not uncommon sights on the streets of the city. They can be represented
with large blast markers or appropriate terrain pieces of a similar size.
Toxic pools are impassable terrain for all fighters except those who can float or fly above the pool without having
to touch whatever is in it, and they are difficult ground for all vehicles except skimmers.
Clever fighters can utilise toxic pools in an offensive manner by tossing explosives into the pool to spray the toxic
materials all over nearby enemies. A fighter may target a toxic pool with a grenade, which is an exception to the
normal rule that grenades can only be thrown at enemy models. Nominate a point in the pool where you wish to
throw the grenade. There is no special modifier to the to hit roll. If you miss, scatter the grenade as normal. If you
hit, or of the grenade still falls into the pool after scattering, do not place a blast marker. The explosion happens
under the surface of the pool, so the grenades normal effects are ignored. Instead, every model within D6 of the
grenades landing point is sprayed with toxic sludge. All fighters within that range suffer an automatic Strength 2
hit and must take a breakdown test for every piece of equipment they carry as the caustic liquids may eat straight
through their weapons and armour!
TARGET'S TOUGHNESS
1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 6+ 6+ N/A N/A N/A N/A N/A N/A
2 3+ 4+ 5+ 6+ 6+ N/A N/A N/A N/A N/A
ATTACK'S STRENGTH
SAVING THROWS
A fighter who suffers a wound can still avoid injury by making a saving throw. The most common saving throw is
an armour save, which, as the name implies, is granted by the armour that the fighter is wearing. The armour save
value of a piece of armour is given in the form of the minimum score on a D6 required to pass the armour save.
Whenever an armoured fighter suffers a wound, you can roll a D6 and if the score equals or beats his armour save
value, the wound is disregarded. The fighter is still subject to pinning, however.
For example: A fighter is hit by a shot from a laspistol and suffers a wound. Fortunately, he is wearing carapace armour,
a hardened armaplas jacket that confers a 4+ armour save. He rolls a D6 and scores a 5 easily enough to deflect the
shot and save him.
If a fighter has multiple armour saving throws then the score required to save against a wound is combined into a
single roll. For example, a fighter wearing mesh armour (5+) and holding a riot shield (6+) receives a single armour
saving throw of 4+ (5+ is equal to 2/6 odds, 6+ is equal to 1/6 odds, so together they have 3/6 odds, which is 4+).
Some weapons are better at penetrating armour than others. A shot from a laspistol might be deflected relatively
easily, but a shot from a huge lascannon is a different matter! To represent this, each weapon has an armour save
modifier as indicated in its profile in the Equipment section. For example, a boltgun has a -1 save modifier so all
armour saves must deduct 1 from the dice roll. It is impossible to pass a save if the score required is 7+ or more.
A fighter who fails all his saves, or who is not entitled to any, will suffer the full consequences of the wound as
detailed in the Injury section, below.
Flesh Wound
THE INJURY CHART If a model only sustains a flesh wound then he suffers a mild injury
1 FLESH WOUND: The target has and is able to fight on. His Wounds value is reinstated back to 1
sustained a minor wound. Deduct -1 and he can move and act as normal (apart from probably being
from both his Weapon Skill and Ballistic pinned by the hit). A fighter can sustain several flesh wounds and
Skill for the rest of the game. still continue to fight, but the penalty to WS and BS is cumulative.
Each time a model suffers a flesh wound, it loses a further 1 point
2-5 DOWN: The target falls down to the of BS and WS. If his WS and BS both reach 0 as a result of suffering
ground where he lies wounded and flesh wounds then he automatically falls unconscious due to loss of
barely conscious. Turn the model over blood and is taken out of action for the rest of the game.
or face down, to show that the fighter
has gone down. Down
6 OUT OF ACTION: The target has been When a fighter goes down he is either badly injured or temporarily
badly wounded and falls to the ground knocked senseless: he might soon recover or he might lapse into
unconscious. He takes no further part in unconsciousness and even die. Turn the model face down to show
the game and the model is immediately the fighter has gone down. A model which goes down may do
removed from play. nothing except crawl as noted below.
A player must roll to see what happens to any of his fighters who are down at the end of his recovery phase.
Fighters may recover, stay down, or go out of action. Roll a D6 and consult the Injury chart again. Models which
recover to a flesh wound can stand up and continue to fight but suffer the -1 WS/BS penalty. Models which stay
down remain face down and unchanged. Models which go out of action are removed. During his own movement
phase a fighter who is down can crawl a distance up to half his Movement value, but other than this the fighter
cannot do anything else. This enables a badly wounded character to get behind cover (if hes lucky!) If a fighter
who is shot while down is shot again, roll again on the injury chart. If you roll a flesh wound the fighter suffers a
new flesh wound but remains down. If you roll down again, he just stays down with no additional effects. If you
roll out of action, the model is of course removed.
Out of Action
Out of action indicates a fighter is so badly wounded that he is out of the fight for good and also out of the game.
Remove the model from the tabletop. It is too early to tell whether he is alive or dead, but for game purposes it
makes no difference at this stage. After the fight is over you can test to see whether he survives and if he sustains
any serious lasting injuries as a result of his wounds. This will be done in the post-battle sequence (see page 201).
Some weapons have an even greater rate of fire and allow you to roll several Sustained Fire Dice. In the case of
such weapons, after you have resolved all the shots granted by the first Sustained Fire Die, you may roll another.
Again, you get a number of separate shots equal to the result of the second Sustained Fire Die. You may pick a
new target for the second burst of shots, but you must observe all the usual targeting rules and in addition the
new target must be no more than 4" away from the previous target. You may repeat this until you have failed an
Ammo Roll or used up all the Sustained Fire Dice allowed by the weapon. If you roll a "JAM" with a weapon that
has multiple Sustained Fire Dice and pass the resulting Ammo Roll, no shots are fired for that die but you can go
on and roll any remaining Sustained Fire Dice as described above.
FLAMING WEAPONS
Some weapons fire short bursts of flaming chemicals that not only scorch the victim's flesh but can also set their
clothes on fire. If a fighter is hit by a flaming weapon then he stands a chance of catching fire. The chance of this
happening is based on the weapon used as the more powerful flaming weapons can unleash a more concentrated
sheet of flame. Any fighters that suffer a hit from a flaming weapon (even if they are not wounded by it or if they
pass their armour save) must roll a D6. If the score is equal to or greater than the number indicated in the weapon
description, then the unfortunate model has caught fire!
Any fighters that are on fire must take a Strength test at the start of their own turn. If the test is passed then the
fighter manages to beat out the flames and is no longer affected. If the test is failed then the fighter is unable to
extinguish the flames and he continues to burn. He suffers an automatic Strength 3 hit and then he staggers D6"
in a random direction (roll the scatter die; on a HIT, the model stays put) and is unable to do anything for the rest
of the turn. A fighter that is pinned and on fire still moves in a random direction he rolls around on the floor!
A fighter that is down and on fire cannot attempt a Strength test to put out the fire, so he continues to burn until
an ally puts out the flames or he regains enough strength to get up (or, more likely, until he goes out of action.)
Any friendly fighters in base-to-base contact with a model on fire at the start of his turn can help him beat out the
flames. Each friendly fighter in base-to-base contact can attempt a Strength test to put out the fire on his friend.
However, a roll of 6 on the test means that the well-meaning ally catches fire himself!
A model on fire cannot be charged by enemy models nobody is stupid enough to get close! If a fighter catches
fire while in melee, all his opponents immediately move 1" away from him (this is an exception to the normal rule
that models cannot leave melee combat!)
When scattering, if the scatter die shows a HIT and the distance die shows a 1, then something has gone wrong
with the grenade or shell. Roll a further D6:
1-3: The shell was a dud and clanks to the floor near the target harmlessly.
4-6: The shell explodes in the breech / user's hand; centre the blast marker on the shooter. The shooter is hit
and all other models wholly or partially under the marker are partally hit and can attempt to evade the blast.
Resolve the full effects of the weapon against the models hit, including effects like smoke or gas clouds.
GRENADES
There are many different sorts of grenades available to gangers. The most common are explosive "frag" grenades
and implosive "krak" grenades. If a fighter carries grenades then he is assumed to have enough greandes of a
given type to last the entire battle, regardless of how many he might actually throw, unless he is forced to make
an Ammo Roll, which all grenades automatically fail.
A model can throw a grenade rather than shoot a weapon. A grenade throw is treated exactly like any other shot,
so roll to hit using the throwers Ballistic Skill (BS) characteristic. Most grenade types use a blast marker and they
scatter if they miss just like other weapons with blast markers. If you miss, work out scatter as described already.
The maximum range of a thrown grenade depends upon the Strength characteristic of the fighter. A fighter can
throw a grenade a distance equal to his Strength x3. For example, a typical human ganger with a Strength of 3 can
throw a grenade up to 9".
Grenades vs. Cover: Grenades are especially good at blasting fighters out from behind cover as they can easily be
lobbed over barricades or bounced around bulkheads. When throwing a grenade, the to hit penalty for targeting
a model in cover is reduced by 1. So, soft cover is ignored and hard cover counts as -1 to hit rather than -2. Note
that this bonus does not apply to grenades fired from grenade launchers and similar weapons.
Grenades and High Ground: To represent the unique travel arc of a grenade, if a fighter throws a grenade at a
target that is on a level below him then the distance is not measured from model to model as with other ranged
attacks, instead only the horizontal distance is measured. This allows grenades to be thrown over a much greater
distance if a fighter has the high ground. Again, note that this bonus does not apply to grenade launchers.
Smoke Bombs: As the name suggests, smoke bombs are designed to produce clouds of smoke which are used to
provide cover. When you throw a smoke bomb you don not want to actually throw it at an enemy fighter but at a
specific point on the ground. You can do this by simply nominating the point you wish to aim the grenade at, as
such the normal requirement to target the closest enemy does not apply. Note since the bomb is being thrown
towards an area of the ground, it does not count as a small target.
Template weapons do not require a to hit roll but they might still run out of ammo or otherwise malfunction, so
make an Ammo Roll every time you fire the weapon. To compensate for having to take Ammo Rolls more often,
some template weapons need a very low score to pass. Most flamer weapons, however, are notorious for going
through their fuel really fast and can only be relied on to last one or two shots.
VOLATILE WEAPONS
Volatile weapons are risky and unpredictable. While often potent, they are extremely risky for the user and as
such typically carried only by the most desperate or reckless fighters.
If you fail an Ammo Roll for a volatile weapon, roll a D6 on the chart below. Note that this roll is made before any
re-rolls can be made for the Ammo Roll and even if the failed Ammo Roll would be ignored for whatever reason.
1: The weapon explodes catastrophically. The user suffers a hit as if he were shot by the weapon in question,
after which the weapon is rendered forever useless and must be removed from your gang's roster.
2: The weapon overheats and discharges plasma, cooling fluid, or whatever other volatile substance powers it.
The user suffers a hit as if he were shot with the weapon in question, but with no armour save modifier. If he
survives he chucks the scalding-hot weapon away and cannot use it for the remainder of the battle. The weapon
is recovered later and can be used again normally in the next battle.
3: The weapon overheats, but the user drops it in time to avoid the discharge. The weapon cannot be used for
the remainder of the battle but is recovered later and can be used again normally in the next battle.
4-6: False alarm! The weapon merely ran out of ammo. Treat the result as a regular failed Ammo Roll. If the user
has any abilities that allow him to re-roll or ignore failed Ammo Rolls, they may be applied now.
A fighter will, generally speaking, fight in melee with the weapons he carries as depicted on the model. However,
models are allowed to swap any weapons at the start of the combat. For example, a fighter holding a laspistol and
a stub gun could put away his stub gun and draw a sword, or he could even put away both pistols and draw two
swords. Even if a fighter does not draw any specific close combat weapon, he is always assumed to have a knife to
fight with at the very least. The player must declare what weapons the fighter is using at the start of the combat.
Fighters do not have time to swap weapons around once they are fighting; they must persevere with their chosen
weapons until they are no longer involved in melee.
HITS
If a fighter is using a single weapon then any hits inflicted in melee fighting are assumed to have been made with
that weapon be it a sword, knife, pistol etc. Resolve the hit using the Strength and armour save modifier of the
weapon as indicated in the Equipment section.
If a fighter uses two weapons (one in each hand) then any hits are inflicted alternately, first with one hand and
then the other. For example, a fighter carrying a sword and a laspistol who inflicts 2 hits will strike once with the
sword and once with the laspistol. Any odd hits can be resolved with either weapon.
Some fighters can even use three or more weapons at once (through the use of additional arms grafted to their
bodies, for example). Again, split the hits as evenly as possible between all the weapons that a fighter is using.
If you use a follow-up move to engage another Fighters who are down but are not taken out of action
enemy then move the fighter but do not work out because their opponent is still engaged with other models
further combat that turn. The fight continues in the may crawl out of melee contact in their movement phase.
next melee phase. This is because the fighter has
insufficient time to do anything other than make a PINNED FIGHTERS AND MELEE
follow-up move. This is an exceptional circumstance Fighters cannot be pinned when in melee. A fighter who
where a fighter may engage an enemy in melee is hit whilst engaged in melee, even if hit by shooting in
without charging. No charging bonus is added to the the shooting phase, is not pinned. If a fighter is already
Combat Score if a model follows-up in combat. pinned when he is charged then the pinning is discounted
as soon as he becomes engaged. The pressing need to
CHARGING DOWNED FIGHTERS defend himself galvanises the fighter into action.
A fighter can charge an enemy model that is down
and finish him off with a quick blow. This is a useful MOVING FROM COMBAT
way of immediately taking injured fighters out of Once models are engaged in melee they cannot just move
action instead of waiting for them to roll a 6 on the away in their movement phase. They must stand and fight
injury chart and giving them time to possibly even until they are taken out of action, until they take out their
recover. The downed model is taken out of action enemies, or until one or the other breaks and runs as
during the melee phase automatically with no attack described later. The only exception to this is in a multiple
roll required and the attacking fighter receives a combat, where fighters who go down can crawl away so
follow-up move, just like in a regular melee combat. long as friends continue to fight to cover their retreat.
FLEXIBLE GRIP
This weapon can be used as normal or it can be wielded with both hands like a two-handed weapon (see below).
In this case the Strength of the weapon's hits is increased by a further +1 point.
FUMBLE
Because the weapon is so clumsy any fumbles rolled in hand-to-hand combat count double - so every 1 rolled
adds +2 to your opponent's Combat Score.
LOSES DRAWS
Some weapons are slightly unwieldy or slow to swing, so they can be slighlty disadvantageous in an otherwise
equal fight. In the case of a draw, a fighter using such a weapon does not hit his opponent. If both combatants
have a weapon with this property, then neither gets hit and the fight is a standoff.
PARRY
Fighters armed with swords or similar weapons can attempt to turn aside an opponents blows. To represent this,
a model with a parrying weapon can force his opponent to re-roll one of his highest scoring Attack dice before
working out his total Combat Score. However, you can only parry if your opponent's highest scoring Attack die is
greater than your own highest scoring Attack die. For example, if you rolled a 5 and your opponent rolled a 3 then
he cannot be parried, but he can parry you. Remember, if your opponent has 2 or more Attack dice he can always
choose his next highest score rather than the score of the re-rolled die.
If both combatants have parrying weapons then the ability to parry cancels out and neither fighter may do so. In
the unlikely event that a fighter carries two parrying weapons he may parry twice that is, he may force two
re-rolls (which can be two different dice or the same one twice) or one re-roll against an enemy model armed
with a single parrying weapon.
TWO-HANDED
This kind of weapon is too large and heavy to be used in one hand. Because a ganger requires two hands to wield
such a weapon, he may never use another weapon at the same time, so it is impossible to gain an additional
Attack die for using two weapons (well, unless the fighter has more than two arms!) Additionally, two-handed
weapons may not be wielded by gangers who cannot use both hands to hold items (some bionik arms or arm
grafts cannot be used to hold items, such as a hook hand, for example).
Fighters with Strength 5 or more and with no arm injuries treat any Two-handed weapon as a Flexible Grip
weapon instead, so they can use such a weapon one-handed or continue to wield it in both hands and gain a
further +1 Strength bonus.
UNBLOCKABLE
Some weapons, most notably chains and flails, cannot be parried. The business end of an unblockable weapon
can swing around an opponent's weapon or shield, making any attempt to block it futile. For each unblockable
weapon a ganger uses, his opponent loses 1 parry (so a fighter with two parrying weapons facing a fighter with
one unblockable weapon can only parry once, for example.)
WINS DRAWS
Some weapons offer a small advantage in speed or reach that normally isn't enough to make a difference, but can
be decisive if the combatants are otherwise well matched in skill and luck. In the case of a draw, a fighter using
such a weapon does not get hit by his opponent. If both combatants have a weapon with this property, then
neither gets hit and the fight is a standoff.
BREAK TESTS
A fighter may be called upon to take a Break test to see if his nerve holds. A Break test is a type Leadership test.
You roll 2D6 and must score equal or below the fighter's Leadership characteristic. If the test is failed then the
fighter becomes broken and must run for safety as described below. If the test is passed then the fighter keeps his
nerve. In this case there is no further effect and the fighter continues to fight and follow orders as normal.
The most common reason for having to take a Break test is seeing a comrade go down. Every fighter must take a
Break test immediately if a friendly model within 2" of him goes down or out of action. Other circumstances that
can force fighters to take a Break test are described later.
BROKEN FIGHTERS
If a fighter fails a Break test then his nerve has broken. For this reason we refer to such fighters as broken and you
can indicate this by placing a Broken token by the model. The broken fighter is momentarily panicked or shaken
and does not care about anything but getting to safety. He might recover sufficiently to return to the fray once he
has steeled himself to fight on.
A broken fighter cannot move except as noted below. He can still shoot in the shooting phase and make attack
rolls in the melee phase if engaged, but he counts as having a WS and BS of 1 to represent his panicked flailing.
Note that this temporarly reduction in WS and BS does not affect the number of flesh wounds that a fighter can
withstand before going out of action.
A broken fighter moves in his recovery phase. The fighter makes a mad dash of up to 2D6" away from the nearest
enemy and towards cover or a friendly vehicle. Roll the dice and determine how far the fighter moves. If he can
reach a friendly vehicle he will board it immediately, or if he can reach a position of cover where he cannot be
seen by any enemies then he stops there. If he is unable to reach either then he runs the full distance rolled. In
subsequent recovery phases he continues to move 2D6" away from the enemy until he reaches a vehicle or cover.
If he can get out of sight by staying where he is and hiding then he will do so instead (see the Movement section).
A fighter who is pinned and broken at the start of his recovery phase will first recover from pinning as normal and
then make his fleeing move.
PSYCHOLOGY EFFECTS
This section describes the behaviour of fighters who are subject to special psychology rules: fear, terror, apathy,
hatred, frenzy and stupidity, which can force your gangers to behave in a way that is tactically unfavourable.
- Fighters must take Break tests even if they are subject to apathy, hatred, frenzy or stupidity, but the first three
conditions provide a Leadership bonus for the test. If the test is failed the fighter becomes broken as normal and
this overrides any previous condition.
- Fighters must take tests to resist fear and terror even if they are subject to apathy, hatred or frenzy, but they get
a Leadership bonus for the test. If a fear test is failed the normal consequences apply but the fighter otherwise
remains subject to its previous psychology effect. If a terror test is failed the fighter becomes broken as normal.
Fighters subject to stupidity ignore fear and terror altogether.
- Frenzy takes precedence over hatred, apathy and stupidity. Stupidity takes precedence over hatred and apathy.
Hatred takes precedence over apathy. Only one of these conditions can apply to a fighter at any given time. Do
not even think to try to combine their effects together!
- If a fighter is charged by an enemy who causes fear; In addition, a Break test is required for any fighter who
Such horrific creatures are rare. Take the test only if begins his turn within 8" of a terror-causing enemy. If
the fear inducing model actually reaches base contact. faced with multiple terrifying enemies, a fighter is still
If the test is passed there is no further effect. If the test only obliged to take a single Break test, not one for
is failed then the fighter is rooted to the spot in fear. each terrifying enemy.
His Weapon Skill is reduced to 1 for the duration of the
turn. If the fear-struck fighter survives the attack then Break tests for terror must be taken at the start of the
at the end of the combat phase he is automatically movement phase before declarations of charges are
broken as described in the Morale section, unless he made and if a test is failed the fighter becomes broken
somehow manages to take all of his fear-causing as described in the Morale section.
opponents down or out of action.
APATHY HATRED
Sometimes a fighter can become so shaken or jaded Hate is a powerful emotion and in Nu Ork there is no
that he no longer cares about victory or defeat or even shortage of opportunity for gangs to develop bitter
his own safety. He will wander around the battlefield rivalries. Grudges and ingrained animosity can lead to
completely indifferent to his surroundings, not caring feuds that tear gangs apart and leave dozens dead.
whether he lives or dies.
The following rules apply to fighters who hate their
The following rules apply to fighters subject to apathy: rivals.
- The fighter is immune to pinning from enemy fire. - If the fighter can see a hated adversary he counts as
having Leadership 10 for taking Break tests and tests to
- The fighter cannot carry loot, activate Control Panels resist fear and terror.
or otherwise contribute to scenario objectives.
- The fighter can select a hated enemy as a shooting
- The fighter cannot charge, shoot or engage in any target even if it is not the closest enemy model. He
other kind of hostile action. He will fight in melee as may ignore all non-hated foes when selecting a target
normal if he is attacked, but cannot engage additional but must still pick the closest hated enemy.
enemies with his follow-up move after combat.
- The fighter gains +1 Attack when fighting against a
- The fighter counts as having Leadership 10 for taking hated opponent in melee combat.
Break tests and tests to resist fear and terror. If any of
these tests is failed, the fighter stops being affected by - If the fighter wins a melee combat he must use his
apathy he regains his wits and realizes just how much follow-up move to engage a hated enemy if possible.
trouble he is in! Otherwise he must use the follow-up to move towards
the closest hated enemy he can see. He may not use
the follow-up move to move away from hated enemies
or take cover if there are any hated models in sight.
A model that causes terror is immune to both fear and terror and no Leadership test is required for either.
Vehicles can obviously behave very differently than humanoid warriors. This section deals with the battle rules for
vehicles, just like the previous one dealt with fighter models. Note that the use of vehicles is not strictly required
for games of Gangs of Nu Ork, but they add another fun dimension to combat and to the modelling of your gang!
TURNING
It is important to note at this point that vehicles are always pivoted about their midpoint when moving. This
prevents really picky players from moving unfairly. In addition note that vehicles in extreme circumstances do not
have to be turned exactly 45 degrees and combinations are permitted. For example, when weaving through rocks
or debris a vehicle may turn once 20 degrees and then 25 degrees, even at fast speed. This is because movement
in real life is a fluid motion, vehicles do not stop, pivot and turn; the rules just try to cover this in the most realistic
way possible.
Difficult Ground
Vehicles moving at slow speed suffer no penalty. Wheeled vehicles moving at combat or fast speed must roll a D6
and consult the difficult terrain table. Tracked vehicles, skimmers and walkers may move over difficult ground
with no penalty.
Impassable Ground
Terrain such as steep cliffs, rivers of sludge and deep pools of acid cannot be crossed by either models on foot or
vehicles. Skimmers may cross pools or rivers of any depth, but any models that fall off and land in the liquid are
taken immediately out of action. Buildings and other man made structures are also considered impassable ground
for vehicles unless the walls have crumbled to less than 1" in height.
Walls/Obstacles Included in this category are any obstacles over 1" high, or that could reasonably prevent a
vehicle from crossing. Vehicles may not attempt to cross obstacles. A little common sense is required here; if the
vehicle looks as if it could reasonably shove aside or break through the obstacle with no ill effects (e.g. a flimsy
fence), then it should be able to do so. Decide before the game which obstacles prevent vehicle movement,
depending on the terrain in your collection. Walkers may cross an obstacle if the model could conceivably step
over it. Again more common sense is needed here. Skimmers may not cross obstacles as they float barely off the
ground.
This is done by rolling one or more times on the Out of Control table (see previous page). The number of times
you must roll depends on the speed that the vehicle was traveling in its previous turn:
Slow speed: roll once Combat speed: roll twice Fast speed: roll three times
Roll one die at a time and resolve the result fully before rolling again. If you roll a HIT on the scatter die during a
spin the vehicle comes to a complete halt and no further dice are rolled.
If a vehicle stays out of control for more than one turn and did not come to a halt, then in each subsequent turn
you roll one die less on the Out of Control table as the vehicle slowly loses momentum until it comes to a stop.
Bikes are an exception to this. If nobody successfully took control, then a bike will automatically fall over and stop
after resolving its first out of control movement. Any models still onboard are thrown D3" in random directions
and cont as falling off a vehicle (see the Falling Off side box in the Boarding Actions section).
TAILING
If you move a vehicle so that it is nose to tail with an enemy vehicle and no more than 2" away, then you can
declare your driver will tail the enemy. This allows the vehicle to move when the enemy moves. Having declared
your drivers intention to tail you surrender any remaining move the vehicle might have. Any further movement is
subsumed into the enemys turn.
In the enemys turn a tailing vehicle will literally follow the vehicle in front. This is treated as a new move for the
chaser, so he can follow the enemy using basic movement first, after which he might need to use thrusters to
keep up.
The tailing move is performed after the target completes its basic movement. The chaser will move at the same
speed as its target if able and must follow its path as closely as possible so that it ends its own basic movement
still within 2" of the target. The pursuer must turn in the same locations where its target turned. Turning is the
target's best chance to lose its pursuer. Every time the tailing vehicle makes a turn, its driver must pass a
Leadership test. If the test fails, the target has lost its tail and the tailing vehicle cannot move any further that turn.
If the tailing vehicle moves slower than its target, it must use thrusters after completing its basic movement in
order to catch up and stay within 2". If this is impossible then the pursuit ends immediately.
After the tailing vehicle has moved back to within 2" of the target, the target can proceed with its thruster
movement. The target and the pursuer now take turns using their thrusters, with the pursuer always thrusting for
the same distance as the target to stay within 2". Of course, the chase ends immediately if the pursuer fails a
Thrust test. Note that the random movement resulting from a roll on the Out of Control table may cause a
collision.
If the target moves in such a way that a tailer cannot move without hitting something then the driver must take a
Leadership test to reposition the vehicle behind the enemy. If successful then the driver falls back into a tailing
position. If he fails then he has been shaken off and ceases to chase. A chasing vehicle can always opt to give up
the chase voluntarily and simply stop moving.
CHASERS SHOOTING
As chasing vehicles keep pace with the enemy they will almost certainly be pouring fire into the enemy vehicle. In
the game shooting happens in the shooting phase, but in actuality a chasing vehicle is ideally placed because the
foe is right in its sights. To represent this everyone onboard a chasing vehicle which has successfully kept pace
until the end of the enemy movement phase can shoot at the enemy it is chasing (not anyone else) in the enemys
shooting phase as well as its own. Furthermore chasing vehicles (and their occupants) shoot before the enemy!
Disembarking
If a vehicle has models on board they may disembark during the movement phase either before or after the
vehicle makes its basic move, but not during the move. Simply place the disembarking model anywhere to the
side or rear of the vehicle and continue his move from there. Disembarked models always count as having moved
for the purposes of firing heavy weapons etc. in the turn they disembark.
Models may dismount freely from a vehicle at slow speed. If the vehicle is moving at combat speed dismounting
models must pass an Initiative test or take a single hit at strength 3 and be automatically pinned. Place pinned
models face up next to the vehicle as you would for a successful dismount, except the fighter may not move any
further this turn. Note that this applies even to models that are immune to pinning from enemy fire. Models may
not disembark from a vehicle moving at fast speed, it is far too dangerous. Likewise, models may not disembark
after the vehicle uses its thrusters, as the acceleration is just too great and the passengers can do nothing but
hold on for their lives. A model may also not disembark from a vehicle in the turn that he embarked.
Embarking
Models may embark in any friendly vehicle they can move into contact with in their move, simply place the model
on board the vehicle. Models can also embark at the end of a run move. Remember that vehicles are limited in
the number of models they can carry. Models may embark on a vehicle either before or after it performs its basic
move, but not during, nor can they embark on a vehicle after it has used its thrusters. Models may only mount a
vehicle travelling at slow speed. At combat speed or fast speed attempting to embark on a vehicle is resolved in
the same way as a boarding action, except that no close combat is fought (obviously). See the section on Boarding
Actions on how to accomplish this. Models may not embark on a vehicle in the same turn that they disembark
from it or another vehicle.
To start with well deal with all the rules for vehicle against vehicle contact, starting off with frontal rams,
deliberate sideswipes and rakes, and finishing with accidental collisions. Then well cover the rules for running
over warriors on foot. Finally, well consider what happens when vehicles run into solid objects.
This section refers to damage done to vehicles in many places; see the separate section on vehicle damage later
to see what effects the damage has.
FOUR QUADRANTS
For purposes of explaining the rules for ramming, sideswipes and rakes,
it is useful to divide the zones around the vehicle into four zones or
quadrants. Each zone is extended from the corners of the vehicle as
shown on the diagram to the right. On other, stranger vehicles you
should agree with your opponents where the quadrants are before
each game. See the diagram below for a further explanation of this.
RAMMING
No surprises here a ram describes the situation where a vehicle
(rammer) is driven front first into another vehicle (target). The target
must lie mostly within the frontal zone of the rammer. If the target lies
mostly to the side or rear then you are sideswiping, raking or colliding
as described later. The results of a ram are worked out as soon as you
move your vehicle against another, before completing the vehicles
movement, and before moving anything else.
SWERVE
When a successful swerve is made the target vehicle is simply moved to the left or right out of the rammers path.
The vehicle isnt permitted to move backwards to avoid a ram, but it can move in any other direction forwards,
left or right, though a swerving vehicle cant move so that it rams, rakes or sideswipes something else. Once the
vehicle has swerved aside it is pivoted 45 degrees in the direction it has moved. For example, if the vehicle moves
to its left then turn it to the left, if it moves to its right turn it to its right. If the direction you should turn is not
readily apparent, randomize it. It is important to pivot the vehicle one way or the other because this represents
the sudden and unnerving
change in direction as the
In this example, the target vehicle has driver hauls the vehicle aside at
successfully avoided being rammed by the last second! If a target
swerving 45 degrees to the left. vehicle swerves out of the way
the rammer carries on moving
in a straight line and must
move his full remaining
movement distance. This might
result in the rammer hitting
another vehicle, or even
colliding with a solid object, in
which case these actions are
resolved immediately.
CRUNCH!
Following a successful ram work out damage to both vehicles as described below in the section on damage from
rams. In the case of a head on ram, both vehicles stop in their tracks. In a ram to the side or rear, after working
out damage, and assuming the rammer is not immobilised by the impact, the rammed vehicle is pushed out of the
path of the rammer. Usually it will be obvious which way the target vehicle should be pushed aside. If it is not
obvious then push the target randomly to the left or right of the rammers path. The target is then swerved 45
degrees in the direction it has been been pushed. Again, the direction the vehicle swerves in will usually be
obvious, but if not a random dice roll will decide. Once the target vehicle has been pushed aside the rammer must
complete his full move in a straight line. In the case of head on collisions both vehicles come to an immediate stop.
The target isnt pushed aside and the rammers move is ended.
Rakes and sideswipes work in the same way. If you move past another vehicle you can attempt to swipe them as
you go past. You can do this if you pass
within 1" declare you are doing so and
halt the model momentarily whilst you
work out the effect. Vehicles must be
side to side to do this. The enemy can try
to avoid the swipe or rake by swerving
aside in the same way as for a ram. If the
driver is successful swerve the vehicle to
one side to show that he has turned, but
there is no need to move the target from
its position. The raker or swiper then
completes his move. If the enemy fails to
avoid the rake/sideswipe work out
damage from the table below and then
finish the attackers move.
REVERSING
It is impossible to cause a ram while
driving in reverse, the speed is so low
that even if vehicles touch the damage is
negligable. A reversing vehicle simply comes to a halt if it contacts another vehicle.
CLIPS
Sometimes two vehicles will touch, but only just, and it isnt entirely clear whether a ram or collision has occurred
or not. This is an inevitable result of the shape and variety of design of the vehicles themselves. When you cant
make your mind up whether a ram or collision has occurred or not or when the players don't all agree then the
vehicles have clearly clipped each other possibly causing damage but equally possibly not. Roll a D6. On a 1-3 the
vehicles have merely glanced from each other causing no real damage, on a 4-6 the vehicles have collided in a
more substantial way and damage is resolved as for a ram or collision as appropriate.
COLLISIONS
COLLISION DAMAGE
FRONT TO FRONT
Basically this is the same as a head on ram and just as crippling. Each vehicle involved suffers D6 damage and is
immobilised on a D6 roll of 4, 5 or 6. If a bike is involved in a front to front collision with any other kind of vehicle,
the bike is affected as normal but the other vehicle takes only 1 point of damage and isnt immobilised.
SIDE TO SIDE
Most likely caused by a swerve to avoid a ram when another vehicle is alongside. As a result the collision works
pretty much like a rake or sideswipe as appropriate. If the vehicles are moving in opposite directions they take D3
damage each. If they are moving in the same direction or one of them is stationary they take 1 damage on a D6
roll of 4+. Bikes inflict no damage when going in the same direction and only D3-1 going in the opposite direction.
Note that a bike that runs over a model on foot also suffers a hit itself. The strength of the hit is equal to the
Toughness characteristic of the model ran over. Of course this only applies if the footer did not dodge aside.
Footers can also fall victim to rakes or sideswipes. If a vehicle moves so that its side passes within 1" of a model
on foot it can sideswipe or rake them in passing. In both cases the footer model can make an Initiative test to
jump out of the way as for a ram. If the test is failed the model takes a S3 hit and is knocked D3" directly away
from the vehicle.
Hits caused by vehicles cause pinning, even on models that are immune to pinning from enemy fire. No amount of
stubbornness can save you from being knocked off your feet by half a ton of metal plowing right into you!
Models that are already down cannot get out of the way of a vehicle, so they are not entitled to an Initiative test.
Models that are pinned can take the Initiative test as normal, as dodging a charging metal behemoth is a more
pressing matter than keeping your head down due to enemy fire.
CRASHES
SHOOTING
This section includes rules for shooting at vehicles, shooting from vehicles, area effect weapons and mounting
weapons on vehicles.
The advantage of fixed weapons is that move or fire weapons may be fired whilst the vehicle is moving.
Additionally, because of the larger ammo magazines that can be mounted on vehicles, fixed weapons receive a
+1 bonus on their ammo rolls (but "Auto" rolls still automatically fail and a roll of 1 always fails).
The core rules describe shooting at models on foot, however vehicles are not like gang fighters. They are big
targets, they have several different locations that are vulnerable to enemy fire, but equally have armour plates
and thick metal chassis that bullets simply ricochet off, without causing harm to the vehicle.
HITTING VEHICLES
All vehicles except Bikes are Large Targets, so ranged attacks against them gain a +1 to hit modifier.
After a vehicle has been hit, it is resolved in three stages. The first stage is to find the location on the vehicle that
has been hit, the second stage is to attempt to penetrate the armour of the location and the third stage, if the
armour penetration was successful, is to find out what damage is done. Rules for this process are broken down
below:
1. LOCATION ROLL
To establish where the vehicle is hit roll a D6 and consult the hit location table for that vehicle type. Some of the
locations on the table like Fixed Weapon and Extra Crew may not actually exist on the target vehicle. Where
this is the case the location table will tell you what gets hit instead. If you roll a hit on a location which is out of
sight of the firer re-roll the result and keep rolling until you get a result which is possible.
Rams, Collisions and Crashes automatically penetrate armour; simply roll to find out their effect.
Armoured vehicles are, as you would expect, considerably harder to damage than a less armoured equivalent.
When hit the following rules apply: Medium vehicles have + 1 armour on all locations. Heavy vehicles have +2
armour on all locations.
3. DAMAGE ROLL
If the armour is penetrated roll a D6 and apply the result on the location damage table. Often damage results will
make a vehicle swerve or spin, or crew members may be blown off the vehicle by the force of the blast. Resolve
any random movement like this immediately.
For example, if the wheel location on a trukk was penetrated and a 6 was rolled for the damage the trukk would
spin round (in a direction determined by rolling the Scatter dice) and then become immobilised for the rest of the
game.
Some particularly damaging events can inflict several points of damage to a vehicle at once. If this happens roll
separate locations and damage results for each point of damage. The results should then be applied one at a time,
starting with the lowest damage roll and working up to the highest.
For example a trukk is rammed and suffers 2 points of damage. Two locations are rolled 5 and 6 giving a hit on
the driver and engine. The damage results are 2 and 1 respectively, causing the vehicle to suffer a jet jam (result 1
on the Engine Damage Table) followed by a potential swerve (result 2 on the Driver Damage Table).
If a template or blast weapon is fired at a vehicle and placed so that it is roughly centred on it, the resulting blast
of flame, scattershot or shrapnel will score D3 hits. Roll separate location, penetration and effect rolls for each hit.
A single location can be hit more than once. If a template or blast only partially covers a vehicle it will just cause
one hit. In addition, if the CREW location is hit make a separate armour penetration and effect roll for each
crewman onboard instead of randomizing the effect on a single crawman.
For example, a Frag stikkbomb hits a truck with three crew on board. The Frag template is centred on the vehicle
so it suffers D3 hits. One of these hits the crew location so a separate roll for penetration and damage is made
against each of the three crewmen as a shower of deadly shrapnel scythes across the vehicle.
A burning location can be put out by any model on the vehicle apart from the driver (he's busy steering!) at the
start of the vehicle's movement phase on a D6 roll of 4+. Even enemy models engaged in a boarding action can try
to put of the flames if they wish and do so on the vehicle's turn, not their own.
Roll a D6 for every burning location that is not put out and on a roll of 4+ the fire inflicts an automatic point of
damage to that location with no armour penetration roll required. Simply roll on the damage effect table for that
location.
Additionally, after resolving damage from fire roll a D6 for every location on the vehicle that is not yet on fire. On
a roll of 1, the fire spreads to that location as well and will start causing damage next turn if not put out. Fighter
models keep well clear of the flames, so the fire can't spread to them.
If a burning DRIVER or CREW location causes a "direct weapon hit" on a fighter model, treat is as a plain S3 hit.
JUMPING ON BOARD
A fighter on foot who charges so that he is touching the sides or rear of a moving vehicle can attempt to clamber
on board. He cannot attempt to climb on from the front as he would simply be run over!
In order to climb on board the warrior must take an Initiative test. If successful, he manages to clamber aboard. If
he fails then the warrior is bounced D3" away from the vehicle and takes a hit exactly as if he had fallen off the
vehicle (see side box). If he is hurt then he has either been struck by the vehicle, fallen beneath its wheels, or
been thrown hard against the ground.
If a model climbs onto an enemy vehicle he must fight one of its crew in the following melee combat phase. The
enemy can nominate any one of the crew, including driver, to fight. If there is only a driver then it is this model
that will be attacked. Note that the enemy may not nominate a model which has been pinned to fight unless
there are no other models available.
Work out the hand-to-hand combat as normal. The attacker receives the FALLING OFF
+1 combat bonus for charging in the first turn, and suffers the -1 A ganger who falls off a vehicle is
obstacle penalty if he is attacking a vehicle with raised sides which the automatically pinned (even if he is
attacker must clamber over. This penalty would not apply if he attacked immune to pinning from enemy
a bike, for example. fire) and suffers a hit. Its strength
If a model loses a hand-to-hand combat onboard a vehicle then he is depends on how fast the vehicle
automatically ejected from it whether he survives or not. The model is
moved in its last movement phase:
bounced D3" away from the vehicle in a random direction, and suffers a
hit for falling off a vehicle (see side box). A model which is injured and
Slow speed: Strength 1 hit
goes down in melee combat on a vehicle is not automatically taken out
of action, he is thrown off the vehicle as detailed above instead. Combat speed: Strength 2 hit
If a boarder wins the hand-to-hand combat, or if the combat is a draw, Fast speed: Strength 3 hit
then he remains on the vehicle until the following turn. Melee combat is
then resolved in the same way once more, but neither side counts as charging. The player who has been boarded
does not have to keep fighting using the same crewman, but can choose another if he wishes.
A warrior fighting on board a vehicle is not obliged to remain onboard and fight an enemy. He can always
disembark in his movement phase. However, if there are any enemy models onboard the vehicle, a disembarking
fighter must take an Initiative test and if he fails, he is treated exactly as if he fell off the vehicle imagine that his
enemies made the vehicle jolt in the last moment to make him lose his balance, or clobbered him as he turned to
jump off. A successful test means that the disembarking fighter makes it off the vehicle without harm.
CAPTURING VEHICLES
If the boarders manage to get rid of all enemy models, one of them can attempt to take control of the vehicle at
the start of their own movement phase. This works on a roll of 4+ as normal. If successful, the boarding gang has
commandeered the vehicle and it moves in that gang's turn from then on until it changes hands again.
A commandeered vehicle that stays in enemy hands until the end of the battle is automatically captured. See the
post-battle sequence in the Sourcebook for details.
STATIONARY VEHICLES
If a vehicle is immobilised, or if it did not move at all in its previous turn, it is judged to be stationary. A stationary
vehicle is effectively part of the scenery, and can be fought in or over in the same way as a pile of rocks, heap of
junk, or patch of fungi. No roll is required to board it. Models dont get thrown overboard if defeated. All the
normal melee rules apply.
MULTIPLE HITS
Some attacks, such as Rams, may inflict multiple points of damage. If this is the case resolve damage one point at
a time, rolling for location, armour penetration (if applicable) and effect for each point of damage separately.
Look up the result on the vehicle damage tables. These are provided at the very end of this document for quick
reference. Each hit location has its own armour value, which also depends on the size of the vehicle (bike, light,
medium or heavy). The attacker rolls one D6 and adds his weponss strength. If the result is equal or higher than
the armour on the location hit, resolve damage as instructed. This will usually require additional dice rolls. Note
that damage from rams, rakes, sideswipes, collisions and crashes automatically penetrates armour.
*A vehicles crew includes all the warriors on board except the driver. This means it does include any gunner,
passengers and even enemy warriors fighting in boarding actions.
If vehicles are being used in the campaign, each player may add 200 extra teef to his starting funds, but these teef
can only be spent on vehicles and vehicle upgrades. Players may also use some of their base 1000 teef allowance
on vehicles if they wish to start with a more expensive ride.
It is highly encouraged to keep your models WYSIWYG that means that the weapons and other items you equip
your gang fighters with are actually represented on the models themselves. This might not always be possible or
easily achievable, especially in the case of bionics or grafted body parts, but players should make sure to at least
properly represent the most powerful items, such as heavy and special weapons, power weapons and similar.
HIRING GANGERS
YOUR LEADER CROSS-SPECIES SURCHARGE
The first ganger you hire should be your gangs leader. You can mix gangers of different species in your gang,
Proclaiming a ganger as your leader does not cost any but at a price. Any Recruit not of the same species as
extra teef, but consider the choice carefully because it your leader costs +5 teef more, Regulars cost +10 teef
cannot be easily changed later. Your choice of leader more and Veterans cost +20 teef more.
might affect the cost and availability of other gangers There are some exceptions:
and items, so you must choose him first.
- there is no surcharge for Gretchin being hired by an
Ork leader
Some gangers have special rules regarding the leader
- there is no surcharge for Ratlings and Squats being
position. Orks, for example, will try to usurp control if
hired by a Human leader
they are physically stronger than the Leader. The full
- there is no surcharge for Kroot being hired by anyone
rules for usurping control can be found on page 217
and you should keep them in mind when hiring your This surcharge does not count towards the value of the
gangers so that your leader does not experience any ganger when calculating your gang rating. It is simply a
unwanted leadership challenges. one-time fee required to persuade the fresh ganger to
join up with an unfamiliar leader.
GANGER PROFILES
The entries on the following pages describe gangers of the various different species that inhabit Nu Ork. You can
choose between three different profile levels when hiring any species - Recruit, Regular, and Veteran - each with
its own starting characteristics and its own cost in teef. There are no limits regarding how many of each you may
hire, so you can build your gang as elite or as green as you like. Each species also has its own array of special rules,
including bonus skill types and banned skill types and often also including unique special abilities possessed only
by members of that species, such as the Orks Might Makes Right special rule, for example. The special abilities
listed in a species entry apply to all gangers or that species, regardless of whether they are Recruits, Regulars or
Veterans.
Also listed in each species entry are the maximum characteristic values for that species. A gangers basic profile
cannot ever exceed these values in any characteristic, but his effective characteristic values can be increased or
decreased by wounds, bionics, skills, and many other effects.
When you wish to hire a new ganger, start by selecting his species and profile level and paying the appropriate
cost in teef as listed.
GANGER SKILLS
Skills are minor special abilities that gangers can learn through the course of a campaign by gaining experience.
The exact method of gaining new skills is described in the Post-battle sequence section, but for now it is only
important to know that skills are grouped into 12 skill types and that gangers can only learn skills of the type or
types that they have access to. The skill types are: Agility, Combat, Command, Driving, Ferocity, Muscle, Riding,
Shooting, Social, Survival, Stealth and Techno.
Most careers grant access to two different skill types to the ganger, and gangers of certain species have access to
one or more bonus skill types. Some species also have banned skill types. Gangers can never ever learn skills from
a type that is banned to them, even if they should have access to that type through their career or other means.
Additionally, some species start with one or more predetermined bonus skills as listed in their entry. These skills
come free with the gangers profile and do not count towards his experience points or advancement in any way.
Every gang leader also has access to Command skills regardless of his species or career. Only gang leaders have
access to this skill type. If a leader is overthrown, he retains his existing Command skills but cannot learn new
ones. The new leader immediately gains access to the Command skill type when he assumes control of the gang.
STARTING EXPERIENCE
Through the course of a campaign your gangers will improve and learn new abilities by accumulating experience
points. This is explained in full detail in the Post-battle sequence section. For now all you must know is that when
gangers are recruited, some of them already have some experience. Unless noted otherwise, newly hired Recruits
have no experience, Regulars have 8 experience and Veterans have 20 experience points. No extra advances are
gained for this experience. It simply represents the experience that these fighters have accumulated before being
hired by you and all advances gained from this experience are already included in their superior profile values.
After you are done hiring your gangers, proceed to the Armoury section to pick out weapons, vehicles and other
equipment for your gang. Vehicles are not strictly required, but offer great strategic and tactical benefits.
All items listed in the Armouries are divided into Common items and Rare items. Common items have a fixed cost
in teef, while Rare items have a fixed cost and also a random surcharge that is expressed in dice.
BUYING EQUIPMENT
When creating a new gang, you can buy Common items from all Armouries. It is assumed that your esteemed
leader can take his time to procure foreign items from re-sellers or smugglers before assembling his team. Rare
items are not available at all when creating a new gang; they can only be bought while shopping after a battle.
Remember that Armoury access becomes a lot more restricted after initial gang creation, so you might want to
read the shopping section of the Post-battle sequence rules on page 225 and plan accordingly, perhaps stocking
up on Common items that seem useful but that you will not another chance to buy in the near future until you
can afford to hire a ganger of the appropriate species.
There is no need to follow the normal shopping procedure when creating a new gang and you do not have to
nominate the ganger who is shopping. You can freely pick any Common items from all the Armouries as long as
you have sufficient teef to pay for them.
BUYING BEASTS
If your gang includes any members that allow you to add beasts to your gang (that would be Dragoons, Handlers
and Knights), you can buy Common beasts from the Menagerie on page 233 in exactly the same manner that you
can buy equipment from the Armouries. Like with other items, Rare beasts are unavailable when creating a brand
new gang. Make sure to observe the maximum allowance of beasts that you may include in your gang!
BUYING VEHICLES
If your gang includes any members that allow you to add beasts to your gang (that would be Technicians), you can
buy vehicles of any configuration and Common vehicle upgrades from the Motorpool on page 235 in exactly the
same manner that you can buy equipment from the Armouries. Like with other items, Rare vehicle upgrades are
unavailable when creating a brand new gang. Make sure to observe the maximum allowance of vehicles that you
may include in your gang!
- a ganger may carry one melee weapon or basic weapon per point of Strength on his profile
- a ganger may only carry special weapons if allowed to do so by a special ability (such as the Soldier career);
each special weapon takes up one point of Strength just like a melee or basic weapon
- a ganger may only carry a heavy weapon if allowed to do so by a special ability (such as the Gunner career);
the heavy weapon counts as two weapon selections, so it takes up two points of Strength
- a ganger may also carry any number of grenades, pistols and knives in addition to the above
Each ganger may also wear a single suit or armour. Limits on wargear items are a bit more esoteric by necessity,
as wargear cannot really be separated into clear categories. As a rule of thumb, a ganger can only wear one thing
on each part of his body, for example it is impossible for a ganger to wear Infra-Red Goggles and a Photo Visor at
the same time as both items fit over the eyes. Please use some common sense, be sporting and do not try to load
up your models with unreasonable amounts of equipment.
Gangers cannot normally use Rare items from other species Armouries at all unless they have some special ability
that allows them to do so. Any ganger can use Common items from other species Armouries, but there is a risk of
the item malfunctioning or even breaking down completely due to its poor maintenance. This is referred to as the
non-proficiency penalty and is resolved at the start of each battle right after deployment:
You must take a breakdown test for each item that any of your gangers are using that comes from a different
species Armoury. Foreign weapons are especially tricky to use. Even if the breakdown test is passed, the ganger
suffers a -1 penalty to his Weapon Skill or Ballistic Skill (as appropriate) when making attacks with that weapon.
Breakdown tests are explained on page 70.
The non-proficiency penalty is waived after the ganger has used a certain item for at least five battles in a row as
he becomes sufficiently familiar with it. He can also use other identical items without a penalty if his original one
should ever need to be replaced.
Unlike other items, a fighter can never use armour from a different Armoury, not even Common armour. While
wearing some suits of armour might be relatively simple, the simple fact is that all armour is shaped specifically
for a single species and wearing foreign armour would be too uncomfortable (if not downright impossible) for
any warrior to stand.
No ability can ever allow a ganger to wear foreign armour as this is not an issue of training but of body shape.
ORK GRETCHIN
Orks are brutish creatures, easily as tall as a man even Gretchin, or grots, are the Orks slave-race. However, in
when hunched over and more than capable of tearing Nu Ork many gretchin can strike out on their own and
one limb from limb; their primitive gait and manner of make a good living in the lawless ruins. Although weak
speech is deceptive, however, as they also match man and cowardly, grots can be quite smart and resourceful
in intelligence and cunning. when motivated by treats or threats.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 4 3 2 3 3 1 2 1 7 35 Recruit 4 2 2 2 2 1 2 1 5 20
Regular 4 4 3 3 4 1 2 1 7 50 Regular 4 3 3 2 3 1 2 1 6 30
Veteran 4 4 3 4 4 2 3 1 8 85 Veteran 4 3 4 2 3 1 3 1 7 45
Maximum 5 6 4 6 6 3 4 3 9 - Maximum 5 4 6 3 4 3 5 3 8 -
Bonus Skill Groups: Ferocity and Muscle. Orks are well Bonus Skill Groups: Agility and Stealth. Gretchin are a
known for their physical brawn and a casual disregard fast and sneaky bunch by nature, otherwise they could
of all life, including their own. not survive the harsh conditions in Orkoid society.
Banned Skill Groups: Riding. Orks can learn just about Banned Skill Groups: Muscle. Gretchin are too weedy
anything if they put their mind to it except for feeling and small in stature to ever develop any muscle skills,
any sort of empathy for another living being. regardless of experience or training.
Growing Into It: An ork that was hired as a Recruit Growing Into It: A gretchin that was hired as a Recruit
gains +1 Toughness once he reaches 8 experience gains +1 Toughness once he reaches 8 experience
points. This is in addition to the normal advance he points. This is in addition to the normal advance he
gets for gaining that experience. gets for gaining that experience.
Bonus Skill True Grit: All Ork models have this skill to
Small Target: Being sneaky and nimble, and a fair bit
represent their natural resilience to injury. shorter than a human or Ork, Gretchin make difficult
targets for shooting. They count as Small Targets and
Headstrong: Orks never get pinned by enemy shooting. so any shooting targeting them has a -1 to hit penalty.
They can still be pinned as normal by falling, being run
over by a vehicle, etc. Free Blastas: All Gretchin are incurable scavengers of
discarded weapons. No matter how old or battered the
Might Makes Right: If any Ork ganger has a higher gun is, a grot can always squeeze out another shot or
Strength than your current gang Leader, he will try to two. Gretchin can procure any number of Grot Blastas
usurp control after every battle. If more than one Ork (see page 80) for free in exactly the same way that all
qualifies, only the one with the most experience will fighters can get free knives.
make the attempt. See page 217 for details.
Insignificant: Nobody cares if a grot gets creamed. In
Klan Upgrade: When you hire an Ork you may upgrade fact, it is practically expected of them to die in various
him to a member of one of the six Ork klans described gruesome and amusing (except to the Gretchin) ways.
on the next page. This adds +5 teef to the base cost of When a Gretchin goes down or out of action, friendly
the Ork and can only be done when hiring him. An Ork models within 2 are not required to take a Break test,
may not be upgraded later on. except for other Gretchin (they know theyre next!)
When you hire a new Ork ganger you may choose to upgrade him to be a member of one of the following klans
for the additional cost of +5 teef. This cost is added to the base cost of the ganger and affects your gang rating.
Ideally, an Orks klan affiliation should be reflected in his model and paint scheme so that your opponents can tell
at a glance and dont have to keep asking you about it!
Deffskullz Snakebites
Looters: Deffskullz can use Common items from any Initiation Ritual: Snakebites are immune to the special
Armoury without suffering a non-proficiency penalty. effects of Poisoned weapons and never gain poison
This still does not give them the ability to wear foreign tokens. They are still affected by other toxins (such as
armour, nor can they use foreign Rare items. the Glass Plague virus) as normal.
Lucky Gitz: Deffskull Orks have Survival as a bonus skill Boar Boyz: Snakebite Orks have Riding as a bonus skill
group instead of Ferocity. group instead of Ferocity.
Armour is a special case, however, because Gretchin are much smaller than Orks and so cannot wear normal orky
armour. You can instead buy a grot-sized version of any armour from the Ork armoury (yes, even Grot Mega
Armour) but you have to make a special note on your gang roster that this armour is sized to fit gretchin only.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 4 2 2 3 3 1 3 1 6 25 Recruit 4 2 2 3 3 1 3 1 5 25
Regular 4 3 3 3 3 1 3 1 7 40 Regular 4 3 3 3 3 1 3 1 6 40
Veteran 4 4 4 3 3 1 4 1 8 65 Veteran 4 4 4 3 3 1 4 1 7 65
Maximum 5 5 5 4 4 3 5 3 9 - Maximum 5 5 5 5 5 3 5 3 8 -
Bonus Skill Groups: Humans come from the largest Bonus Skill Groups: Survival. Only mutants that learn
variety of backgrounds and so they can have wildly how to get by on their own and not attract attention
different skill sets. When hiring a human ganger with can even hope to survive to adulthood.
no homeworld upgrade (see below and next page) you
may choose any two skill groups as bonus skill groups Banned Skill Groups: None. Mutants are extremely
for him in addition to the ones granted by his career. adaptable and can learn just about anything.
A human ganger who chooses a homeworld has one
group predetermined by that choice and can only pick Persecuted: Even the usually quite lenient Orks tend to
one group freely. cull the most blatantly tainted mutants. If a mutant is
ever captured by Nu Ork authorities roll a D6. If the
Banned Skill Groups: None. Humans are extremely score is equal or lower than the number of mutations
adaptable and can learn just about anything. the captured mutant has he is immediately executed.
If the result is higher the mutant is merely detained as
Homeworld Upgrade: When you hire a new human normal and can be sprung by visiting Da Polis Station.
ganger you may choose to upgrade him to a (former)
citizen of one of the famous planets of the Imperium Mutations: A newly hired mutant starts out with one
as described on the next page. The extra cost is added randomly determined mutation and may gain more
to the base cost of the ganger and affects your gang mutations when advancing. Please see page 178 in the
rating. Chaos in da Streets section for mutation rules.
Humans are the baseline species that the rules were Tech Familiarity: Mutants do not have an Armoury of
designed around and so they have no special abilities. their own. They count as humans for the purposes of
purchasing and using all equipment, including armour.
Note, however, that excessive mutations may hamper
a gangers ability to wear armour (see page 178).
When you hire a new human ganger you may choose to upgrade him to a (former) citizen of one of the following
well-known planets of the Warhammer 40.000 universe for the additional cost noted below. This cost is added to
the base cost of the ganger and affects your gang rating.
Ideally, a humans homeworld should be reflected in his model and paint scheme so that your opponents can tell
at a glance and dont have to keep asking you about it!
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 5 3 3 3 3 1 4 1 8 45 Recruit 5 3 3 3 3 1 4 1 8 50
Regular 5 4 4 3 3 1 5 1 9 65 Regular 5 4 4 3 3 1 5 1 9 70
Veteran 5 5 5 3 3 1 6 1 9 90 Veteran 5 5 5 3 3 1 6 1 9 95
Maximum 6 6 6 4 4 3 8 3 10 - Maximum 6 6 6 4 4 3 8 3 10 -
Bonus Skill Groups: Eldar always have access to the Bonus Skill Groups: Dark Eldar always have access to
Agility skill group, regardless of their Career. the Agility skill group, regardless of their Career.
Banned Skill Groups: None. Their long life span gives Banned Skill Groups: None. Their long life span gives
the Eldar plenty of time to study any and every aspect the Dark Eldar plenty of time to study any and every
of combat. aspect of combat.
Graceful Step: Most Craftworld Eldar who find their Power From Pain: All Dark Eldar are sadists to the core,
way to Nu Ork follow or have followed the Path of the if not by choice then by necessity. The pain they inflict
Ranger at some point in their lives. They are especially on other living beings lessens the pull that the dark god
adept at navigating difficult terrain. Craftworld Eldar Slaanesh has on their souls, extends their own life span
models treat rough terrain as clear terrain and very and invigorates them in the heat of combat.
rough terrain as merely rough terrain as they move. A Dark Eldar fighter who takes a living opponent (not a
This ability stacks with the Pathfinder ability granded Drone, Daemon, Necron, Servo-skull or similar) out of
by some careers, so Craftworld Eldar with Pathfinder action in melee immediately regains all his lost wounds
can move at full speed even on very rough ground. and recovers from all flesh wounds suffered during the
course of the battle. This has no effect on permanent
Focused Study: When a Craftworld Eldar ganger gains injuries.
a new skill, he may always choose any skill from any of
the skill groups that he has access to instead of rolling Path to Power: If any Dark Eldar ganger has a higher
randomly on the skill tables. Weapon Skill than your current gang Leader, he will try
to usurp control after every battle. If several Dark Eldar
Craftworld Upgrade: When you hire a new Craftworld qualify, only the fighter with the most experience will
Eldar ganger you may choose to upgrade him to a make the attempt. See page 217 for details.
(former) citizen of one of the well-known Craftworlds
listed on the next page. The extra cost is added to the Night Vision: Dark Eldar completely ignore low light
base cost of the ganger and affects your gang rating. conditions and all associated penalties.
It only takes an Eldar of either type 3 battles to learn how to use an item from the other Eldar armoury with no
non-proficiency penalty instead of the usual 5 battles.
Even after ten millennia the two subspecies remain near-identical at a biological level, so Craftworld Eldar and
Dark Eldar count as a single species when it comes to medical treatment.
When you hire a new Craftworld Eldar ganger you may choose to upgrade him to a (former) citizen of one of the
well-known Craftworlds of the Warhammer 40.000 universe that are listed below. The extra cost is added to the
base cost of the ganger and affects your gang rating.
Ideally, an Eldars Craftworld affiliation should be reflected in his model and paint scheme so that your opponents
can tell at a glance and dont have to keep asking you about it!
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 3 3 2 3 4 1 2 1 8 35 Recruit 4 2 3 2 2 1 2 1 5 20
Regular 3 4 3 3 4 1 2 1 9 45 Regular 4 2 4 2 2 1 3 1 6 30
Veteran 3 5 4 3 4 2 3 1 9 65 Veteran 4 2 5 2 2 1 4 1 7 45
Maximum 4 6 6 5 5 3 4 3 10 - Maximum 5 4 6 3 3 3 6 3 8 -
Bonus Skill Groups: Squats always have access to the Bonus Skill Groups: Ratlings always have access to the
Techno skill group. They make excellent engineers and Survival and Stealth skill groups, regardless of their
mechanics and every one of them has some smattering Career. They are sneaky bastards who always know
of knowledge from these areas. how to look after themselves.
Banned Skill Groups: Agility. Squats just arent nimble Banned Skill Groups: Muscle. Ratlings are physically
enough to learn any moves from this skill set. weak and no amount of training or experience can help
them develop any muscle skills.
Momentum: Squats move slowly, but relentlessly. The
natural endurance of their bodies allows them to keep Sharp Eyesight: Ratlings add +6 to the long range of
moving at a reasonable pace even when in great pain. any basic or special weapon they fire if they did not
Squats only lose 0.5 of Movement for each Leg Injury move that turn. This also applies whilst on overwatch
instead of 1 like other fighers. and stacks with other range-boosting abilities.
Tech Familiarity: Squats have their own Armoury, but Questionable Morals: Things tend to disappear when
they can also purchase and use items from the human Ratlings are around. If a Ratling is carrying a loot token
Armoury (except armour) with no penalty. at the end of the game you must roll a D6. On a roll of
1-3 the loot mysteriously vanishes during transport
High Gravity Adaptation: Squats ignore the -1 penalty back to the gangs base and is not added to your stash.
to Combat Resolution in melee for being encumbered
with a heavy weapon or other equipment. Small Target: Being a fair bit shorter than a man,
sneaky and nimble, gretchin make difficult targets for
Boozehounds: Squats tehnd to solve all their problems shooting. They are classed as Small Targets and so any
with cupious amounts of alcohol. If a Squat ganger fails shooting targeting them has a -1 to hit penalty.
a rarity roll when shopping for a rare item, beast or
vehicle upgrade, he uses the shopping money to go on Tech Familiarity: Ratlings do not have an Armoury of
a drinking binge that costs your gang D6 teef. their own. They can purchase and use items from the
human Armoury (except armour) with no penalty.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 4 2 3 3 3 1 2 1 6 25 Recruit 4 3 3 3 3 1 3 1 7 50
Regular 4 3 4 3 3 1 2 1 7 40 Regular 4 4 3 4 3 1 4 1 7 60
Veteran 4 4 5 3 3 1 3 1 8 60 Veteran 4 4 4 4 3 2 5 1 8 80
Maximum 5 5 6 4 4 3 4 3 9 - Maximum 6 6 6 5 5 3 6 3 9 -
Bonus Skill Group: Techno. The Tau are an extremely Bonus Skill Group: Stealth. All Kroot are hunters and
technologically-minded race and they always make stalkers by nature and are well-adapted to conceal
sure they understand how their equipment functions. themselves in any environment.
Banned Skill Group: Ferocity. Tau disdain close combat Banned Skill Groups: None. All Kroot are extremely
and just dont have it in them to be as wild and vicious adaptable and can learn anything. The hard way, if
as this skill group de mands. necessary.
Cowardly: Tau are extremely reluctant to enter melee Fieldcraft: Kroot are natural-born hunters and can see
combat and so do not receive any bonus for charging. very well through any sort of vegetation. They ignore
terrain features composed primarily of plants (trees,
Bad Reflexes: Tau suffer an additional -1 penalty to hit hedges, tall grass) when determining line of sight,
when shooting at fleeting enemies while on overwatch although targets can still benefit from cover modifiers.
as their eyes are slow to focus on fast targets.
Looters: Kroot have a knack for operating unfamiliar
Tau Castes: When you hire a new Tau ganger you must tech. They can use common items from all Armouries
also choose which caste he belongs to. Each Tau starts with no non-proficiency penalty. However, even they
out with one bonus skill depending on his caste: cannot use foreign armour.
Air Caste: Skid Turns. Air Caste Tau can withstand Eaters of the Dead: The Kroot evolve by consuming the
the high G-forces of space fighter combat, so making genetic material of slain foes. If an enemy ganger is
sharp turn with a land vehicle is hardly a challenge. taken out of action within 4 of a Kroot model, you
may declare your intention of consuming his corpse.
Earth Caste: Mechanic. Earth Caste Tau are excellent Mark the location of the fallen enemy with a token or
engineers and can repair combat damage with ease. simply leave his model on the table. In the Kroots next
turn, he must move into contact with the body and
Ethereal Caste: Cosmopolite. Ethereal Caste Tau are may do nothing else that turn and the next enemy
trained to be ambassadors and negotiators. turn. If he remains uninterrupted until the end of the
NOTE: You may only hire ONE Ethereal and only enemy turn (not pinned, broken, down, or engaged in
when creating a new gang. If you do, he MUST be melee) he finishes off the fallen enemy fighter and eats
the gang leader. him! The fallen enemy is DEAD and all his equipment
lost (at this point the Kroot cares nothing for material
Fire Caste: Marksman. Fire Caste Tau are disciplined gains.) After the battle, the lucky Kroot gains a free
warriors trained to pick out high-priority targets. advancement for each enemy killed and eaten in this
way. If he rolls a New Skill advancement, he may
Water Caste: Negotiator. Water Caste Tau are select any skill that the devoured warrior possessed
smooth talkers and can get their way in most social instead of rolling on the skill charts, including skills
encounters. from groups he normally does not have access to.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Recruit 4 3 3 4 4 1 4 1 8 80 Recruit 4 3 3 4 4 1 4 1 8 80
Regular 4 4 4 4 4 1 4 1 9 100 Regular 4 4 4 4 4 1 4 1 9 100
Veteran 4 5 5 4 4 1 4 1 10 120 Veteran 4 5 5 4 4 1 4 1 10 120
Maximum 4 6 6 5 5 3 5 3 10 - Maximum 4 6 6 5 5 3 5 3 10 -
Headstrong: Space Marines never get pinned from The Lost and the Damned: All Chaos Space Marines
enemy shooting. They can still be pinned as normal by aspire to one day take command of a warband and
falling, being run over by a vehicle, etc. lead it on a trail of destruction that will catch the eye
of their patron god. They will attempt to overthrow a
Pride and Prejudice: If anyone other than a human or leader as soon as theyre sure they can take him out. If
Space Marine is leading your gang, then Space Marine any Chaos Space Marine ganger has a higher combined
gangers will try to usurp control after every game. If WS+BS characteristic than your gang Leader, he will try
more than one Space Marine qualifies, only the one to usurp control after every battle. If more than one
with the most experience will make the attempt. Chaos Space Marine qualifies, only the one with the
See page 217 for detail. most experience will make the attempt.
Purity of Mind: Space Marines can never be followers Slaves to Darkness: Chaos Space Marines are, without
of Chaos. If a Space Marine is forced into becoming a exception, all followers of Chaos. Those Chaos Space
follower of Chaos, he immediately becomes a Chaos Marines who have chosen a patron god may choose to
Space Marine. His profile remains unchanged but he gain a random Gift of their patron god (see page 180)
replaces his Headstrong, Pride and Prejudice and Purity instead of a skill whenever they would normally gain a
of Mind abilities with The Lost and the Damned and new skill due to advancement.
Slaves to Darkness.
Bonus Skill Groups: Combat and Shooting. Space Power Armour: When hiring a Space Marine, you may
Marine recruits are selected (sometimes even bred) pay 150 teef extra to equip him with a suit of Power
specifically for their aptitude for war. Armour. No rarity roll is required for this. However, you
may never reassign armour bought in this way to
Banned Skill Groups: None. Space Marines are well- another ganger.
versed in all fields of combat.
Bolter Drill: Space Marines are trained in the use and
Bonus Skill True Grit: Space Marines are notoriously care of bolt weapons. In the hands of a Space Marine, a
hard to take down in combat, so they receive this skill bolt pistol, boltgun, storm bolter or heavy bolter passes
automatically. Ammo rolls on a 4+ rather than a 6+.
Bonus Skill Heavy Lifter: All Space Marines have the Tech Familiarity: Space Marines count as humans for
strength and training required to operate even the the purposes of buying and using items. However,
heaviest of weapons on the move, so they receive this armour must be specially designed for their larger size.
skill automatically. You can buy a marine-sized version of any armour from
the human armoury but you have to make a special
Animosity: You cannot hire Space Marines if your gang note on your gang roster that this armour is sized to fit
includes any Chaos Space Marines, and vice versa. Space Marines only.
When you hire a new Space Marine ganger you may choose to upgrade him to a (former) member of one of the
following well-known Space Marine Chapters of the Warhammer 40.000 universe for the additional cost noted
below. This cost is added to the base cost of the ganger and affects your gang rating.
Ideally, a humans homeworld should be reflected in his model and paint scheme so that your opponents can tell
at a glance and dont have to keep asking you about it!
When you hire a new Chaos Space Marine ganger you may choose to upgrade him to a (former) member of one
of the following well-known Chaos Space Marine Legions of the Warhammer 40.000 universe for the additional
cost noted below. This cost is added to the base cost of the ganger and affects your gang rating.
Ideally, a humans homeworld should be reflected in his model and paint scheme so that your opponents can tell
at a glance and dont have to keep asking you about it!
ACROBAT ASSASSIN
Acrobats are nimble warriors that can dart around Assassins are the masters of striking from behind.
their opponents and evade many battlefield perils They are hired by gang leaders who prefer to sneak
such as stray grenades and even oncoming vehicles. around until they can engage the enemy in a decisive
Theis skills allow them to reach objectives easily. melee and take him out quickly.
Evasion: This ganger may re-roll any Initiative test Ambusher: This ganger can be deployed up to 12
that he is required to take for any reason unless he is further onto the table as normal and can start the
pinned, down or blinded. game hidden and/or on overwatch.
Tumble: If this ganger is in melee, before attacks are Killing Blow: If this ganger is in melee and receives
resolved he can be moved around or even through the backstrike bonus, all hits he scores automatically
his opponents as long as he remains engaged with all wound with no roll required. Armour saves can still
of them. This can affect backstrike bonus eligibility. be taken as normal against these wounds.
Bonus Skill Types: Agility, Ferocity Bonus Skill Types: Combat, Stealth
BANDIT BERSERKER
Bandits tend to care only about relieving others of Berserkers are near-insane melee specialists favoured
their material possessions. Some gang leaders value by leaders who like to get up close and personal.
their combination of guile and brute strength. Brutal Blows: This ganger cancels one enemy Parry
Ambusher: This ganger can be deployed up to 12 as if he was equipped with an Unblockable weapon.
further onto the table as normal and can start the If he actually is equipped with such a weapon then
game hidden and/or on overwatch. the effects are cumulative.
Covetous: This ganger hates any enemy fighter that Bloodlust: If this ganger engages a new enemy when
is carrying a loot token and he gains a +2 bonus to making a follow-up move after combat, the resulting
his total charge move when charging such a fighter. combat is resolved immediately rather than being
Greedy Bastard: This ganger can carry any amount of postponed until next turn, and this ganger counts as
loot tokens and can also run while carrying loot. charging this turn.
Bonus Skill Types: Muscle, Stealth Bonus Skill Types: Combat, Ferocity
BIKER BODYGUARD
Gangs that like to keep mobile even when fighting in Bodyguards are trained to protect their charges at
close quarters tend to employ a lot of bikers, who can any cost and with no regard for their own safety.
fight very effectively without dismounting their rides. Living Shield: Whenever a friendly fighter within 2
Drive-By Attack: If this ganger hits a footslogger with of this ganger is hit by a ranged attack, you may
a rake or sideswipe while driving a bike you can work swap the positions of the two models and have this
out the hit as if it was made with one of the bikers ganger be hit instead. This ability cannot be used if
melee weapons instead of the usual Strength 3 hit. the attack hit both models (like a flamer) or if the
Jink: While this ganger is driving a bike, the vehicle bodyguard is pinned, down, broken or in melee.
benefits from a 6+ special save. If a 1 is rolled for this Unwavering: If this ganger is hit by enemy shooting
save, however, immediately roll once on the Out of but not wounded (if the wound roll fails or he passes
Control vehicle table and apply the result. his armour save) he does not become pinned.
Bonus Skill Types: Driving, Ferocity Bonus Skill Types: Agility, Muscle
BURGLAR CHAMPION
Many gangs employ a burglar or two to snatch up There are some fighters who have a true potential for
loot and make a run for it while the rest of the gang greatness. With time and experience, they are able to
keeps the enemy distracted. Burglars can reach even exceed the physical limits of their peers and become
the most inaccessible ledges without climbing gear something greater. Their shining example will often
and they can haul an impressive amount of loot. inspire others to push themselves to the limit.
Expert Climber: This ganger can climb up any vertical Overwhelm: If this ganger is engaged in melee, then
surface at his full movement speed. He can also jump other friendly gangers engaged with the same enemy
voluntarily from a height of up to 6 without taking model all gain +1 Attack.
any damage or being pinned. Perfect Body: Ignore the normal characteristic value
Greedy Bastard: This ganger can carry any amount of maximums for this ganger. All of his characteristics
loot tokens and can also run while carrying loot. can be increased up to 10 through advancement.
Bonus Skill Types: Agility, Stealth Bonus Skill Types: Combat, Social
CHEERLEADER COACH
Those gang leaders who are not all too confident in Gang leaders who keep an eye on the future tend to
their abilities might hire one or more Cheerleaders to hire at least one Coach to train the fresh recruits and
boost their confidence with sweet words or perhaps a turn them into proper warriors whose abilities mesh
sexy dance routine. well with the rest of the gang.
Evasion: This ganger may re-roll any Initiative test Instructor: This ganger can grant a +1 bonus to the
that he is required to take for any reason unless he is Movement, Weapon Skill or Ballistic Skill score of
pinned, down or blinded. one friendly ganger within 6 at the start of his turn.
High Spirits: If this fighter is within 6 of your gang This bonus lasts until the end of the player turn.
leader, your gang gains a +1 bonus to Leadership for Focused Lessons: As long as this ganger did not go
the purposes of taking bottle rolls. Multiple instances Out of Action, you may re-roll the Advancement roll
of this ability are cumulative up to Leadership 10. for one of your other gangers after the battle.
Bonus Skill Types: Agility, Social Bonus Skill Types: Muscle, Social
DRAGOON DUELIST
Dragoons are expert riders who are trained to shoot Duelists excel at fighting with pistols at short range.
from horseback (or squigback, or wolfback you get Some of them are formally trained in the dueling arts
the idea) and are favoured by highly mobile gangs. to act as proxies for quarreling noblemen, others are
Mounted Gunman: While this ganger is mounted on just trigger-happy hoodlums with good reflexes.
a riding beast, he can make a move at half his normal Steady Hand: This ganger gains a special +1 bonus to
movement rate in the shooting phase after resolving hit when firing any sort of pistol at short range, so
his ranged attacks. long as he did not move in his last movement phase.
Personal Mount: This ganger allows you to include a Return Fire: Once per enemy turn immediately after
single riding beast in your gang. He must always start being shot at and missed, this ganger can shoot back
the battle mounted on that beast and he receives a at his attacker as if he were on overwatch. This free
+1 bonus to Initiative while mounted on his beast. shot can only be made with a pistol.
Bonus Skill Types: Riding, Shooting Bonus Skill Types: Shooting, Social
FANATIC FENCER
Fanatics are dangerous opponents in any situation. Fencers are skilled melee combatants who emphasize
They are utterly devoted to their cause and will go to speed, grace and good positioning over brute force
any length to destroy their enemies. When faced with and they can easily take advantage of any opening.
a strong opposition, they only redouble their efforts, Riposte: Any fumbles rolled by this gangers melee
ignoring all possibility that they might be wrong. opponents count double (they add +2 instead of +1
Pain Response: This ganger gains a +1 bonus to his to his combat score). This ability only applies if the
Movement, Strength ad Attack values for each flesh ganger is using a weapon with the Parry property.
wound he is suffering from. Tumble: If this fighter is in melee, before attacks are
Unwavering: If this ganger is hit by enemy shooting resolved he can be moved around or even through
but not wounded (if the wound roll fails or he passes his opponents as long as he remains engaged with all
his armour save) he does not become pinned. of them. This can affect backstrike bonus eligibility.
Bonus Skill Types: Ferocity, Muscle Bonus Skill Types: Agility, Combat
GAMBLER GLADIATOR
Some gang leaders are weary of employing gamblers Gladiators are trained to fight for the entertainment
as they can sometimes be more trouble than theyre of others and are determined to put up a good show
worth. Others appreciate the extra income a gambler regardless of whether they are pitted against man or
can occasionally provide. beast. Their skills allow them to fight all enemies on
Compulsive Gambling: As long as this ganger did not equal terms to make the fights more interesting.
go out of action, roll 3D6 after each game. If you roll Martial Pride: This gangers base Weapon Skill value
10 or less, you lose that many teef. If you roll 11 or always counts as being identical to that of his melee
more, you earn that many teef. opponent when resolving attacks.
Lucky Break: You may re-roll any injury roll made for Subdue: This ganger causes fear in all enemy beasts,
this ganger. As always, the second roll stands even if even in beasts that cause fear or terror themselves
it is worse than the original result. and would therefore normally be immune to fear.
Bonus Skill Types: Social, Survival Bonus Skill Types: Combat, Survival
GRENADIER GUNNER
As the name implies, Grenadiers are well trained in Only Gunners are trained in the use of man-portable
the use of grenades and other explosive devices. They heavy weapons. All gangs value their skills highly and
can easily take out enemy fighters who thought they were it not for the high cost of such weapons, entire
were keeping a safe distance, and they tend to carry gangs of Gunners would likely be a common sight.
home-made explosives for taking out objectives. Heavy Weapon Training: This ganger may carry one
Grenade Expert: This ganger can throw his grenades heavy weapon (remember that gangers without this
3 further than normal for his Strength value and if ability cannot carry heavy weapons, although they
he misses with a thrown grenade, it only scatters half can fire heavy weapons mounted on a vehicle).
the rolled distance. Unwavering: If this ganger is hit by enemy shooting
Demolitions: This ganger always counts as carrying but not wounded (if the wound roll fails or he passes
weapons with the Demolition ability (see page 193). his armour save) he does not become pinned.
Bonus Skill Types: Ferocity, Shooting Bonus Skill Types: Muscle, Shooting
HUNTER KNIGHT
Hunters are used to roughing it alone in the wilder Knights are melee fighters who fight from horseback
outskirts of the city. They are adept at setting booby (or squigback, or wolfback you get the idea). Their
traps to incapacitate their prey or their pursuers powerful charge can easily break enemy formations.
and at navigating all sorts of rough and dangerous Overrun: If this ganger is mounted on a riding beast,
terrain. he can charge over enemy models as long as there is
Pathfinder: This ganger treats rough terrain as clear room to place him at the end of his movement. Each
terrain and also treats very rough terrain as merely enemy model moved over suffers a Strength 3 hit.
rough terrain. This also applies to his mount, if any. Personal Mount: This ganger allows you to include a
Trapper: This ganger can set D3 traps before each single riding beast in your gang. He must always start
battle (see page 194 for full details on booby traps). the battle mounted on that beast and he receives a
He also never triggers any traps set by the enemy. +1 bonus to Initiative while mounted on his beast.
Bonus Skill Types: Shooting, Survival Bonus Skill Types: Combat, Riding
MEDIC MERCENARY
Medics are a welcome addition to any gang. They are Besides the many highly skilled specialists available in
adept at emergency surgery and can often patch up Nu Ork, there are also aspiring hirelings who are the
their comrades in time to prevent permanent injury. gang equivalent of unskilled labour. These desperate
Even gangers who would otherwise succumb to their individuals will eagerly follow anyone willing to hire
wounds might avoid their fate thanks to a Medic. them. Gangs might hire these Mercenaries to fill out
Surgery: After each battle, if this ganger did not go their numbers or provide expendable cannon fodder.
out of action, you may re-roll the serious injury roll Hired Help: No cross-species surcharge applies when
for one ganger, except for Captured results. Decide hiring this ganger, regardless of which species he and
whose result to re-roll after making all your injury the gang leader belong to.
rolls. If the re-roll results in a Captured result then Just The Man You Need: You can choose any two
treat is as a Full Recovery instead. bonus skill types for this ganger when you hire him.
Bonus Skill Types: Driving, Survival Bonus Skill Types: any two
PISTOLEER PREACHER
Pistoleers are expert gunslingers. Their weapons of Preachers are demagogues who can instill irrational
choice are pistols and they are deadly shots at close hatred in their followers, convincing them that their
range. Running out of ammo can be disasterous for a enemies are inhuman monsters who deserve nothing
Pistoleer, so they quickly learn to reload on the move. but suffering and death.
Steady Hand: This ganger gains a special +1 bonus to Rabble Rouser: This ganger hates all enemy models.
hit when firing any sort of pistol at short range, so All friendly models who start their turn within 6 of
long as he did not move in his last movement phase. this ganger also hate all enemy models until the start
Rapid Reload: This ganger ignores the Slow Reload of their next turn.
property of any pistols he uses. He also gains a +1 Unwavering: If this ganger is hit by enemy shooting
bonus to any and all Ammo Rolls he makes for pistols but not wounded (if the wound roll fails or he passes
(just remember that a roll of 1 always fails). his armour save) he does not become pinned.
Bonus Skill Types: Agility, Shooting Bonus Skill Types: Ferocity, Social
RAIDER RANGER
Some of the less scrupulous gang leaders might hire Rangers can swiftly traverse any sort of terrain and
Raiders, barely socialized warriors from the suburbs this allows them to easily get behind enemy forces
of Nu Ork who often descend onto the city in large and attack from an unexpected angle or cut off their
numbers, snatching up anything worth taking. lines of retreat.
Covetous: This ganger hates any enemy fighter that Outflank: This ganger does not have to be deployed
is carrying a loot token and he gains a +2 bonus to at the start of the battle. Instead, he can be placed
his total charge move when charging such a fighter. on any point on any table edge at the start of any of
Overrun: If this ganger is mounted on a riding beast, your turns and acts normally from then on.
he can charge over enemy models as long as there is Pathfinder: This ganger treats rough terrain as clear
room to place him at the end of his movement. Each terrain and also treats very rough terrain as merely
enemy model moved over suffers a Strength 3 hit. rough terrain. This also applies to his mount, if any.
Bonus Skill Types: Ferocity, Riding Bonus Skill Types: Riding, Survival
SABOTEUR SAVAGE
Saboteurs are trained in taking things apart, but not Savages hail from the more primitive districts of the
in putting them back together. Their special abilities city, where daily survival depends largely on the size
allow them to deny critical resources to the enemy in of your club and your ability to beat down the giant,
the case their own side has to fall back, giving them ravenous squigs that roam the alleys.
somewhat of a reputation as being unsporting. Brutal Blows: This ganger cancels one enemy Parry
Dismantle: This gangers melee attacks automatically as if he was equipped with an Unblockable weapon.
penetrate vehicle armour. Skip the penetration roll If he actually is equipped with such a weapon then
and proceed directly to the damage effect roll. the effects are cumulative.
Sabotage: This ganger can destroy a loot token or a Subdue: This ganger causes fear in all enemy beasts,
Control Panel he is in contact with during his own even in beasts that cause fear or terror themselves
melee phase if he is not engaged with any enemies. and would therefore normally be immune to fear.
Bonus Skill Types: Stealth, Techno Bonus Skill Types: Ferocity, Survival
SCAVENGER SCOUT
Scavengers know how to live off the land the land Scouts have keen senses and make the best Sentries
in this case being the crumbling metropolis known as by far. Gangs that find their lairs repeatedly raided
Nu Ork. Scavengers roam the streets and search long would do well to hire a few. Scouts can also outrun
abandoned ruins for ancient treasure and machinery enemy forces when moving over rough ground.
to take apart and sell to scrap merchants. Lookout: This ganger doubles his Initiative score for
Tech Aptitude: This ganger receives a +1 bonus to his determining the range at which he can spot hidden
roll when attempting to activate Control Panels and enemy models. The bonus also applies in scenarios
similar scenario objectives. where this ganger is a Sentry.
Tech Savvy: This ganger can use any equipment from Pathfinder: This ganger treats rough terrain as clear
foreign armouries without a non-proficiency penalty. terrain and also treats very rough terrain as merely
Note that he still cannot wear any foreign armour. rough terrain. This also applies to his mount, if any.
Bonus Skill Types: Survival, Techno Bonus Skill Types: Riding, Stealth
SOLDIER SPY
Soldiers are the only gangers with any real military Spies are experts at gathering information about an
training. Only they can maintain the most advanced objective and many leaders take advantage of their
personal weapons, which makes them essential for skills to determine whether or not something is worth
any leader basing his tactics on superior firepower. fighting over.
Special Weapon Training: This ganger can carry Slip Away: This ganger can retreat from the battle at
special weapons (remember that gangers without the end of any player turn, even if he is engaged in
this ability cannot carry special weapons, although melee or down. Unless he was taken out of action he
they can fire special weapons mounted on a vehicle). does not have to roll on the Serious Injury chart.
Tech Aptitude: This ganger receives a +1 bonus to his Snoop: You can check the value of any loot token or
roll when attempting to activate Control Panels and other objective with a random value that is within 6
similar scenario objectives. of this model at any time, even if held by an enemy.
Bonus Skill Types: Shooting, Techno Bonus Skill Types: Social, Stealth
STALKER TECHNICIAN
Stalkers can sit perfectly still for many hours or even Only Technicians are trained in the maintenance and
days, just waiting for a suitable pray to pass by. Then repair of vehicles, so any gang leader who plans on
at the right moment they attack, striking directly at a having a motorized gang must hire at least one.
targets weak spot, often taking it down in one blow. Maintenance: This ganger allows you to include any
Ambusher: This ganger can be deployed up to 12 number of vehicles in your gang so long as their
further onto the table as normal and can start the combined transport capacity is 6 models or less.
game hidden and/or on overwatch. He can also install some vehicle upgrades. See the
Sneak Attack: If this ganger makes a shooting attack Vehicle section of this document for more details.
while hidden, his first shot ignores armour saves. If Tech Aptitude: This ganger receives a +1 bonus to his
he charges into melee from a hidden position, all his roll when attempting to activate Control Panels and
melee attacks ignore armour saves that turn. similar scenario objectives.
Bonus Skill Types: Ferocity, Stealth Bonus Skill Types: Driving, Techno
TRUCKER WRECKER
Truckers are expert drivers, but poor at controlling Wreckers specialize in stripping down abandoned
their anger. If another vehicle or even a pedestrian vehicles. If their chosen target is not abandoned yet,
dares to block a Truckers path, the offender will be they make sure to dispose of the owner first.
run down or slammed aside without mercy. Dismantle: This gangers melee attacks automatically
Get Off My Rig: This ganger gains a +1 bonus to his penetrate vehicle armour. Skip the penetration roll
Weapon Skill, Strength and Attacks when fighting on and proceed directly to the damage effect roll.
board a friendly vehicle. Salvage: If this ganger is not out of action when the
Road Raging: If this ganger is driving a vehicle then enemy gang bottles out, roll a D6 for each vehicle
all ramming, raking or sideswiping attacks he makes they leave behind and on a roll of 6 your gang earns
cause 1 additional point of damage, and if he runs an extra loot token. This does not affect the enemy
over a model on foot, resolve the hit at +1 Strength. gangs ability to recover or repair their vehicles.
Bonus Skill Types: Driving, Muscle Bonus Skill Types: Muscle, Techno
It is not required for the gang leader to have a leader career. He can have one of the basic ganger careers instead
if you so wish. However, you will be missing out on the powerful leader-only abilities which these careers provide.
Leader Abilities: These are special career abilities that only apply as long as the ganger is leading the gang. If the
leader is overthrown he still keeps his career but any career abilities that are marked as Leader Abilities cease to
have any effect. If the same ganger ever regains leadership of his gang then those abilities come into affect again.
ANTIHERO DETECTIVE
This leader is a reluctant champion. He probably has This leader understands that knowledge is power. He
some deep psychological damage and his reputation has keen senses and a keen mind. His observations
as a vicious warrior who skirts the edge of light and and the intelligence he gathers from his contacts give
darkness makes both friends and enemies tremble. his gang a leg up on the enemy every time.
Dramatic Entrance: This ganger does not have to be Lookout: This ganger doubles his Initiative score for
deployed at the start of the battle. Instead, he can be determining the range at which he can spot hidden
placed anywhere on the table that is out of sight of enemy models. The bonus also applies in scenarios
any enemy models at the start of any player turn and where this ganger is a Sentry.
acts normally from then on. When he is placed, he Snoop: You can check the value of any loot token or
causes terror until the end of the turn. other objective with a random value that is within 6
Dulled Senses: This ganger is immune to all special of this model at any time, even if held by an enemy.
psychology rules (fear, terror, stupidity, frenzy and [Leader Ability] Informants: Your gang has the first
hatred) and never has to take break tests. turn in every battle regardless of scenario or other
[Leader Ability] Role Model: Other friendly gangers factors. If both gangs have this rule, determine turn
gain the Dulled Senses ability while within 6 of him. order normally instead.
Bonus Skill Types: Combat, Stealth Bonus Skill Types: Stealth, Survival
DIPLOMAT GOVERNOR
This leader is a true master social graces. He subtly This gang leader has been officially appointed as the
bends all around him to his will, playing his enemies local representative of the Nu Ork government in a
off against each other to preserve his own standing, certain city district. He gleefully abuses his power to
persuading the undecided to his cause. His terrifying get back at his rivals, threatening them with official
abilities extend even across species boundaries. sanctions unless they pay his insurance tax.
Persuasive: This ganger automatically passes rarity Connections: If this ganger gets captured by the city
rolls when attempting to hire new gang members authorities, he is always immediately released with a
regardless of their species or any other factors. formal apology from the district commander.
Subdue: This ganger causes fear in all enemy beasts, Covetous: This ganger hates any enemy model that
even in beasts that cause fear or terror themselves is holding a loot token and receives a +2 bonus to
and would therefore normally be immune to fear. his total charge move when charging such a model.
[Leader Ability] Charisma: No other ganger will try [Leader Ability] Tax Collector: After each battle your
to usurp control this gangers control of the gang. opponent has to pay you 1 toof for every one of his
If this ganger is eligible to attempt to usurp control models that took part in the battle (vehicles, drones,
from another leader, he automatically succeeds. familiars and other support models also count!)
Bonus Skill Types: Social, Survival Bonus Skill Types: Ferocity, Muscle
REVOLUTIONARY WARLORD
This leader is dissatisfied with how the Orky warlords This leader is a pure warrior through and through. He
rule Nu Ork and he is determined to implement some cares nothing for politics or wealth, only the sounds
changes, by force of arms if need be. His contacts can of battle can stir his soul. He trains endlessly with all
supply him with many weapons for his coup, but will sorts of weapons and his mighty battle cry inspires all
he succeed before he gets caught? his followers to try and match his combat power.
Public Enemy: If this ganger gets captured by the city Brutal Blows: This ganger cancels one enemy Parry
authorities, you suffer a -2 penalty to the roll on both as if he was equipped with an Unblockable weapon.
the Status and the Outcome table for him when you If he actually is equipped with such a weapon then
attempt to bail him out at Da Polis Stashun. the effects are cumulative.
Sabotage: This ganger can destroy a loot counter or Weapon Expert: This ganger can use weapons from
Control Panel he is in contact with during his own any Armoury without suffering any non-proficiency
melee phase if he is not engaged with any enemies. penalty and may carry a special or heavy weapon.
[Leader Ability] Weapon Stockpile: All your gangers [Leader Ability] Battle Cry: As long as this ganger is
automatically pass rarity rolls when looking to buy not down or out of action all your gangers gain an
rare items from this leaders species Armoury. extra +1 bonus to their Combat Score when charging.
Bonus Skill Types: Ferocity, Stealth Bonus Skill Types: Combat, Shooting
CARRYING CAPACITY
Gangers tend to arm themselves to the teeth with the various weapons available from the Nu Ork weaponsmiths
and merchants. However, there is a limit to how many weapons a ganger can weigh himself down with before his
meneuvreability becomes seriously impaired, so all fighters observe the following restrictions.
- a ganger may carry one melee weapon or basic weapon per point of Strength on his profile
- a ganger may only carry special weapons if allowed to do so by a special ability (such as the Soldier career);
each special weapon takes up one point of Strength just like a melee or basic weapon
- a ganger may only carry a heavy weapon if allowed to do so by a special ability (such as the Gunner career);
the heavy weapon counts as two weapon selections, so it takes up two points of Strength
- a ganger may also carry any number of grenades, pistols and knives in addition to the above
Each ganger may also wear a single suit or armour. Limits on wargear items are a bit more esoteric by necessity,
as wargear cannot really be separated into clear categories. As a rule of thumb, a ganger can only wear one thing
on each part of his body, for example it is impossible for a ganger to wear Infra-Red Goggles and a Photo Visor at
the same time as both items fit over the eyes. Please use some common sense, be sporting and do not try to load
up your models with unreasonable amounts of equipment.
Gangers cannot normally use Rare items from other species Armouries at all unless they have some special ability
that allows them to do so. Any ganger can use Common items from other species Armouries, but there is a risk of
the item malfunctioning or even breaking down completely due to its poor maintenance. This is referred to as the
non-proficiency penalty and is resolved at the start of each battle right after deployment:
You must take a breakdown test for each item that any of your gangers are using that comes from a different
species Armoury. Foreign weapons are especially tricky to use. Even if the breakdown test is passed, the ganger
suffers a -1 penalty to his Weapon Skill or Ballistic Skill (as appropriate) when making attacks with that weapon.
Breakdown tests are explained on page 70.
The non-proficiency penalty is waived after the ganger has used a certain item for at least five battles in a row as
he becomes sufficiently familiar with it. He can also use other identical items without a penalty if his original one
should ever need to be replaced.
Unlike other items, a fighter can never use armour from a different Armoury, not even Common armour. While
wearing some suits of armour might be relatively simple, the simple fact is that all armour is shaped specifically
for a single species and wearing foreign armour would be too uncomfortable (if not downright impossible) for
any warrior to stand.
No ability can ever allow a ganger to wear foreign armour as this is not an issue of training but of body shape.
BREAKDOWN TESTS
The rules will sometimes call on you to make a breakdown test for one or more pieces of equipment your gangers
carry. The most common reason to take a breakdown test is a ganger attempting to use a piece of equipment that
he is not proficient with because it comes from a different species Armoury. Some game effects, such as certain
psychic powers, can also force a breakdown test to represent possible damage to a fighters equipment.
A breakdown test is performed by rolling one D6 for each item that requires a breakdown test. Any score of 2 or
more means that the item successfully passes the breakdown test and continues to function normally. A roll of 1
means that the item has failed the breakdown test and ceases to function. It cannot be used again in this battle.
Roll another D6. If the second die also scores a 1, the item is destroyed permanently and must be removed from
your gang roster. If the second die scores a 2 or more the item will be fixed after the game and can be used again
normally in subsequent battles.
A suit of armour that fails a breakdown test ceases to provide an armour save or any other beneficial ability for its
wearer, but it still imposes its usual penalties (many armours reduce the wearers Initiative, for example) as it still
weighs the wearer down, even if it no longer offers any protection. A ganger can discard his armour as a special
action in his movement or shooting phase if he does not do anything else in that phase. The armour is recovered
automatically after the battle.
The rules for blast weapons, template weapons, grenades, flaming weapons, volatile weapons and sustained fire
weapons can be found at the end of the Shooting phase section of the Battle rules.
The rules for fumble, parry, unblockable, wins draws, loses draws, two-handed and flexible grip weapon abilities
can be found at the end of the Melee phase section of the Battle rules.
If the scatter die rolls a HIT then the cloud stays in place
but shrinks as some of the gas dissipates. Replace the
blast with the next smaller one (from 5" to 4" to 3" to
2"). If the cloud already uses the 2" marker, then it
disappears entirely and is removed.
For example, a photo visor bought through the human Armoury carries a non-proficiency penalty when used by an
Eldar, even though the photo visor also appears in the Eldar Armoury. A human and an Eldar visor might have the
same effect, but they are constructed quite differently and rely on different technologies for their operation. When
buying a generic item, you must also note down on your roster which Armoury the item was bought from.
HAND-TO-HAND WEAPONS
CHAIN / FLAIL
A length of chain or a chain fastened to a metal bar is a dangerous and unpredictable weapon. Only the most
maniacal fighters would use a weapon like this, swinging it around with long powerful strokes. Fumbling with a
chain can leave a fighter entangled with his own weapon and completely at the mercy of his opponent.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 1 - Unblockable, Fumble
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -3 Parry
ELDAR SWORD
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -1 Parry
GREAT WEAPON
A few unhinged individuals prefer to fight with a massive sword, club, axe, hammer or some other large
implement. A massive weapon is hard to swing because of its weight, but when it strikes an enemy it will cut him
in two. It requires two hands to swing a massive weapon so it can never be used together with another weapon.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +2 1 - Two-handed, Loses Draws
HAND WEAPON
Simple weapons are almost exclusively used by fresh recruits who have yet to prove themselves. This type of
weapon comprises crude clubs or metal bars, murderous hammers or axes, and other weighty blunt instruments.
They can be used with one hand, leaving the other free to carry a pistol or another close combat weapon.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 1 - -
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +2 1 - Unblockable, Two-handed, Fumble
KNIFE
Knives are the most basic melee weapons and every Knives are free, citizen: Any ganger is capable of easily
ganger is assumed to carry two of them at all times. procuring plenty of small, sharp objects that can be
Even the most poverty-stricken Nu Orker can get his used to stab or cut the enemy. All gangs therefore
hands on some suitably sharp or pointy pieces of scrap have an infinite supply of free knives and all gangers
metal. count as carrying two knives in addition to their other
equipment.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - -
RIOT SHIELD
Shield: The riot shield improves the users armour save
by 1 point or grants him a 6+ armour save if he has
none, but only against ranged attacks. In melee, the
shield can be used to parry exactly like a sword.
Cumbersome: A fighter carrying a shield cannot also
carry a heavy or special weapon.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - Parry
BIG CHAIN-CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 4 1 -3 Flexible Grip
BIG CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -2 Flexible Grip
CHAIN-CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 4 1 -2
CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -1 -
GRABBA STIKK
A grabba stikk is the traditional weapon of ork slavers Hold Off: A fighter can try to snare his opponent with
who use it to capture runaway gretchin and other the grabba stikk before any attack rolls are made. Both
runts. Lately it has also gained popularity amongst the combatants roll a D6 and add their Initiative to the roll.
more kunnin gangers as it can be used to pin a If the grabba stikk user scores higher, he manages to
dangerous enemy in place until help arrives. clamp the grabba around his opponent and pin him in
place. Neither model make any attacks or leave
combat by any means until the hold is released. The
user can release his hold at any time. The victim can
attempt a Strength test at the end of every melee
phase to escape the hold.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - Two-handed
IRONFIST
Gauntlet: An ironfist is firmly attached to the arm, so
the user cannot be disarmed of it during a battle. A
gauntleted hand cannot be used to hold any other
weapons, however.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 1 - Parry
POWER KLAW
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 9 D3 -4 -
SPEAR
Set Defense: A spear-armed fighter can make an
Initiative test when charged by an enemy model unless
already engaged; if the test is successful, the enemy
does not receive any bonus for charging.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - Wins Draws, Flexible Grip
UGE CHAIN-CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 6 1 -4 Two-handed, Loses Draws
UGE CHOPPA
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +2 1 -3 Two-handed, Loses Draws
BOLAS GUN
The bolas gun is an orky adaptation of Kroot Trip: Shots from a bolas gun do not cause damage, but
technology. It fires a set of small weights connected by any model hit is automatically pinned, even if he is
a rope or chain which wraps around the targets legs. normally immune to pinning from enemy fire.
While the orks typically have no interest in capturing The strength and damage values in the weapons
their enemies alive, they do get a great laugh out of profile are only used in melee, where the weights are
watching them trip up an fall flat on their faces. used as a small, improvised flail.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 3 1 - 6+ Close Combat, Slow Reload
MINI SKORCHA
Ammo Test: An Ammo test is required every time the
mini skorcha is fired. They are unreliable weapons and
can only be counted on to fire once or twice.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- small template - 4 1 -1 4+ Close combat, Flaming (catch fire on 5+)
ROKKIT PISTOL
SIX-SHOOTA
SLUGGA
ZZAP PISTOL
BLUNDERBUSS
Note that while the blunderbuss uses the flamer
template, it is not a flamer weapon and cannot set
targets on fire.
Ammo Test: An Ammo test is required every time this
weapon is fired regardless of your to hit roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 3 1 - 2+ -
CROSSBOW
GROT BLASTA
HAND KANNON
Knockback: If a ganger is hit by this weapon, he must
pass a Strength test or be knocked back 1" and pinned
this works even on models that are otherwise
immune to pinning from enemy fire, as it represents
them being forcefully knocked to the ground by the
shell. Additionally, a ganger making a roll for falling
over an edge or out of a vehicle as a result of a
knockback hit counts his Initiative with a -1 penalty.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-18 - -1 4 1 - 4+ -
SHOOTA
BUZZSAW CATAPULT
Some time ago, an inquisitive Mek took apart an Eldar Gruesome Wounds: On a good hit, a buzzsaw catapult
shuriken catapult to see how it worked. He was so can tear a gigantic, gory gash across its victim. Despite
impressed with the idea of firing razor-sharp discs that its relatively low strength the catapult is treated as a
he decided to replicate it, but figured that the design high impact weapon, so models wounded by it will go
could be much improved by making individual out of action on a 5-6 instead of just a 6 when making
projectiles large enough to take a mans head clean off. an Injury roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-20 - -1 4 1 -3 4+ Slow Reload
SKORCHA
Ammo Test: An Ammo test is required every time the
skorcha is fired regardless of your to hit roll. Skorchas
are unreliable weapons and can only be counted on to
fire once or twice.
Adjustible Nozzle: The skorcha can fire in two modes.
Choose which of the two profiles to use when you fire.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 4 1 -1 4+ Flaming (catch fire on 5+)
- small template - 6 1 -3 4+ Flaming (catch fire on 4+)
SNAZZGUN
Kustomized fer Kustomizin': Snazzguns were designed
to be easily kustomized, so they can have each kustom
job twice before you have to start rolling on the
Kompromisin' Performance table.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-24 +1 - 5 1 -2 4+ 1 Sustained Fire Die
STIKKBOMB CHUCKA
Launcher: The stikkbomb chucka can be used to fire
any stikkbomb type from the Ork armoury. The
stikkbombs must be purchased seperately. In effect,
the weapon is used to simply increase the range a
stikkbomb can be lobbed. To resolve damage and
other effects, use the profile of the stikkbomb fired.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-18 18-60 - -1 as grenade type Auto as grenade type, Move or Fire
TRAKTOR BEAM
Pull: Hits from this weapon do not cause damage or
pinning. Instead, any non-vehicle model hit is pulled
D6" directly towards the shooter. This can cause the
target to fall off a vehicle or terrain with the usual
consequences. If the target is pulled into melee with
the shooter then the shooter counts as charging.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-24 +1 - - - - 4+ -
DEFFGUN
Recalibration: When you take a Deffgun to a Meks
Workshop you can ask for it to be recalibrated instead
of giving it a Kustom Job. If you get a Jobs a Good Un
Random Profile: When purchasing a new Deffgun or result you can re-generate the weapons profile from
recalibrating one, roll once on each of the three charts scratch. Previous modifications from the charts below
below and apply the profile changes or special abilities are removed as are any Kustom Jobs and kompromisin
to the weapon. All results are cumulative. performance penalties.
1: Automatically fails ammo rolls 1: Volatile 1: Recharge Cycle
2: Improve ammo roll to 4+ 2: One Sustained Fire Die 2: Flaming (catch fire on 4+)
3: Improve ammo roll to 2+ 3: 3 Blast 3: Increase both ranges by +8
4: Increase both ranges by +8 4: Two Sustained Fire Dice 4: Increase Damage to D6
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Increase strength by +1 6: Increase strength by +1 6: Increase strength by +1
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-20 20-40 -1 - 5 D3 -1 6+ -
GROTZOOKA
Most gangs dont have the resources or the know-how Direct Fire: Nominate a target and roll to hit as normal.
to build or maintain a Shokk Attack Gun, but Nu Orks If you hit, both the target and the gretchin suffer a
Meks have come up with the next best thing: a tubular Strength 3 hit. If neither of them is taken out of action
launcher than can propel gretchin into the enemy the or downed, they become engaged in melee and the
old-fashioned way with similar end results and has an grot counts as charging this turn. If you miss, the
acceptable (to the Orks) survivability rate. gretchin lands D3 from the target in a direction
Live Ammo: This fire mode can only be used if there is randomly determined with the scatter die. Re-roll HITs
a friendly gretchin model in contact with the gunner. until you get an arrow. The grot takes a strength D3 hit
The grot is seized, stuffed into the chamber and fired and is pinned.
directly at an enemy or given a tiny parachute and Arcing Fire: Nominate any spot on the table within
launched in an arc to land elsewhere on the battlefield. long range. Line of sight is not required, but the grot
Refer to either Direct Fire or Arcing Fire. must have a clear travel arc unobstructed by roofs or
Crap Shoot: Each fighter equipped with a grotzooka overhangs. Do not roll to hit, instead the grot
also carries a canister of scrap that can be fired from automatically lands D6 from the target spot in a
the weapon in an emergency i.e. when all the grots direction randomly determined with the scatter die. If
have been used up or have learned to keep their you roll a HIT the grot lands gently and can even fire
distance from the gunner. When firing the scrap his own weapon if he has not yet fired this turn. If the
canister use the second weapon profile. This fire mode grot scatters, he only lands gently if he passes an
can be used only once per game as the canisters are Initiative test, otherwise he lands on his face, takes a
too clunky for anyone to carry more than one. strength D3 hit and is pinned.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 - -1 - - - none Live Ammo
0-12 12-30 +1 - 6 1 -1 Auto Crap Shoot, 5 Blast, Once per game only
ROKKIT LAUNCHA
Krak Rokkit: This missile is designed to crack open a
heavily armoured target with a concentrated implosive
charge. Krak rokkits use the first profile given below.
Frag Rokkit: This missile scatters shrapnel over a wide
area and is ideal for scything down groups of exposed
fighters. It uses the second profile given below.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-10 10-24 - -1 9 D6 -6 Auto -
0-10 10-24 - -1 5 1 -1 Auto 3 Blast
SPLATTA GUN
Successive Detonations: Resolve the initial blast in the
usual way for blast weapons. After that, scatter the
blast marker 1D6. Every model fully or partially under
the marker must pass an Initiative check or be hit by
the second detonation. After resolving it, scatter the
marker again. Repeat the procedure until you roll a HIT
on the scatter die, which means that there are no more
unexploded charges and the explosions stop.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-16 16-24 - -1 5 1 -1 6+ 3 Blast
Ork grenades, called stikkbombs, can be used in close combat with the same profile as a hand weapon. There is
obviously some inherent danger in doing this. If the stikkbomb user rolls any fumbles on melee, roll a D6 and on a
roll of 1, the stikkbomb goes off on impact and automatically hits both the user and his opponent. Frag and Krak
stikkbombs do not harm anyone else nearby as the two combatants absorb the blast; stikkbombs with special
effects, such as clouds, are resolved fully, with any blast marker being centered on the user.
BUZZER STIKKBOMB
Stinging Swarm: All models affected by the gas must
immediately run at full speed straight in a random
direction as indicated by a scatter die, even running off
edges. If you roll a HIT then the model succumbs to the
stings and automatically goes down.
Additionally, all models suffer -1 WS and -1 BS while
touching the marker, even if they pass their Toughness
test.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 3 Blast, Gas Cloud
SKORCHA STIKKBOMB
Flaming: Note that fighters who are partially hit and
evade the hit with a successful Initiative test cannot
catch fire.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 3 1 -1 Auto 4 Blast, Flaming (catch fire on 5+)
CHAINSWORD
The chainsword is a brutal weapon. Its rending saw-teeth are made from subatomically honed adamantium and
can slice through plasteel. It is an expensive and prestigious weapon favoured by gang leaders.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 4 1 -1 Parry, Noisy
POWER AXE
The power axe is a large bladed weapon often as tall as
a man. It utilises the same energy field technology as
the power sword and is even more devastating on
account of its greater size.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -2 Flexible Grip
POWER FIST
The power fist is the most potent weapon of its kind. The fist is a massive armoured glove surrounded by a
shimmering blue energy field. As the user punches and tears at his target the energy discharges rend the object
apart. Whilst fighting hand-to-hand combat it is impossible to hold another weapon in the power fist, but at other
times it can be deactivated and used to hold another weapon.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 8 1 -5 -
POWER MAUL
The power maul contains an adjustable energy Stun: A fighter who goes down to a blow from a power
generator which allows the user to bash a hole through maul will go out of action automatically but will not be
a wall or conveniently stun a victim. It is wielded in one seriously hurt. Treat ever result other than 'Captured'
hand, leaving the other hand free for another weapon. on the Serious Injury chart as a Full Recovery.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -3 -
POWER SWORD
The power sword may look much like an ordinary sword but it is actually an advanced, technically sophisticated
and very deadly weapon. The sword's blade incorporates a disruptor generator. As the blade strikes a crackling
discharge envelops the target and tears it apart.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -3 Parry
SWORD
Long blades are carried by fighters who favour finesse over brute force. Fighters make use of a great variety of
other bladed weapons including cleavers and machetes. All of these bladed weapons are essentially similar and
they have the same weapon profile. Their principle advantage is that fighters with swords are able to parry.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - Parry
BOLT PISTOL
Bolt weapons are sophisticated weapons that fire self-propelled explosive missiles called bolts. They are
extremely difficult to replicate in tha make-shift workshops of Nu Ork, hard to maintain, and ammunition is
expensive. Despite its drawbacks the bolt pistol is a highly favoured weapon. For one thing, it makes a lot of noise
and creates a great deal of damage. It makes the ideal side-arm for a gang leader keen to impress his rivals.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +2 - 4 1 -1 6+ Close combat
HAND FLAMER
Amongst the gangs this weapon is also known as the Ammo Test: An Ammo test is required every time the
flame pistol or burner. It fires a short burst of flaming hand flamer is fired as they are unreliable weapons
chemical, an unstable sticky material that ignites upon and can only be counted on to fire once or twice. This
contact with air. does not apply when using a hand flamer in melee.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- small template - 4 1 -2 4+ Close combat, Flaming (catch fire on 6+)
LASPISTOL
Laser weapons are standard equipment for the armed forces of the Imperium throughout the galaxy. Supplies of
parts are plentiful and repairs easily effected. They are reliable and easy to replicate, and although not the most
powerful they are certainly the most trustworthy. Many experienced fighters prefer the laspistol over more
powerful weapons for these very reasons.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +1 - 3 1 - 2+ Close combat
PLASMA PISTOL
When a plasma shell strikes its target there is a Fire Modes: A plasma pistol can be fired on maximum
tremendous release of energy and the target blows power (first profile) but then you cannot use it again
apart in an almighty explosion. Plasma weapons are until it has recharged. You can also fire the weapon on
extremely effective and very dangerous. The biggest the low power setting (second profile) which is safer
disadvantage of a plasma pistol is that it takes a and does not require recharging. In melee, only the
relatively long time to recharge once it has fired a blast low power setting may be used and only if the weapon
at full power. is not in a recharge cycle.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +1 - 5 1 -2 6+ Recharge cycle, Volatile
0-8 8-16 +2 - 4 1 - 4+ Close combat
STUB GUN
The stubber or slugger is a primitive type of hand gun which fires solid bullets - usually one at a time. It is
recognisable as a revolver or small automatic. Stub guns are made locally in Nu Ork and are readily available,
simple to maintain, and fairly reliable. The quality and appearance of individual weapons varies a great deal.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +1 -1 3 1 - 4+ Close combat
BOLTGUN
The boltgun or bolter is the standard armament of the Imperium's finest fighting forces, the Space Marines. It is a
weapon made in limited quantities and to the highest standards using the most costly materials. Boltguns require
constant attention and regular expert maintenance if they are to work properly. Even ammunition is expensive to
make and cannot be easily fabricated in the city. Overall, boltguns are rare, expensive and prone to going wrong.
However, they are very effective indeed. Despite their drawbacks boltguns are still highly favoured weapons. They
make a great deal of noise and cause immense damage to any target they hit. They are prestige weapons carried
by gang leaders and other fighters who are wealthy and don't mind advertising the fact. A fighter with a bolter
means business.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 +1 - 4 1 -1 6+ -
HUNTING RIFLE
The bolt action hunting rifle is designed to accurately
deliver bullets over long ranges. Their range and
accuracy makes them the weapon of choice for many a
rooftop sniper.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-30 -1 - 3 1 - 4+ Aiming Bonus
LASGUN
Laser technology is reliable and easy to replicate, and although the weapons are not the most powerful they are
certainly trustworthy. A laser power pack will last for many shots and can be recharged from a standard power
source or by exposing its thermal cells to heat or light. In an emergency a pack can be recharged by placing it in a
fre, although such treatment tends to shorten the life of the pack. Many gangers prefer the lasgun over more
powerful weapons for these very reasons.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-24 +1 - 3 1 -1 2+ -
SHOTGUN
A shotgun is a simple low velocity weapon which any Shell Type: A shotgun can be loaded with solid slugs
workshop can make to order. They vary in appearance, (first profile) or scattershot (second profile) ammo.
often incorporating special features or decoration to Nominate which at the start of the game. The user can
the taste of the owner or the gunsmith. Some are swap ammunition types in the movement or shooting
pump-action guns, fed from a tubular magazine slung phase if he does not do anything else in that phase.
under the barrel, others have box magazines or long Note that while the scattershot profile uses the flamer
ammo belts. The ammunition itself is easy to make, template, it is not a flamer weapon and cannot set
and many owners make their own shells. targets on fire.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-18 +1 -1 4 1 - 4+ -
- large template - 3 1 - 4+ -
FLAMER
The flamer is a very dangerous weapon that spreads a Ammo Test: An Ammo test is required every time the
sheet of flame over a short distance. At this range it is hand flamer is fired regardless of your to hit roll. Hand
almost impossible to miss and several victims can be flamers are unreliable weapons and can only be
claimed with a single shot. counted on to fire once or twice.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 4 1 -2 4+ Flaming (catch fire on 5+)
GRENADE LAUNCHER
A grenade launcher is a light tubular launcher capable Launcher: This weapon can be used to fire any grenade
of firing most grenade types by means of a compressed type from the same armoury. The grenades must be
gas charge. The most common grenades are explosive purchased seperately. In effect, it is used to increase
Frag grenades and implosive Krak grenades which are the range a grenade can be lobbed. To resolve damage
designed for cracking open tough, armoured targets. and other effects, use the profile of the grenade used.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-16 16-32 - -1 as grenade type Auto as grenade type, Move or Fire
MELTAGUN
Also known as the vape gun. It works by means of sub- Fusion Weapon: This weapon gains an extra -2 armour
molecular thermal agitation, literally cooking, melting, save modifier when fired at a target in short range.
and vaporising the target.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 6 D6 -3 4+ -
PLASMA GUN
Plasma weapons fire energy shells of bright glowing Fire Modes: A plasma gun can be fired on maximum
plasma in a super-heated energised state. Plasma power (first profile) but then you cannot use it again
weapons are extremely eflective weapons. Their until it has recharged. You can also fire the weapon on
biggest disadvantage is that they take a relatively long the low power setting (second profile) which is safer
time to recharge once fired. The user can mitigate this and does not require recharging.
by firing as shorter blast with slightly reduced
effectiveness.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 +1 - 6 1 -3 6+ 1 Sustained Fire Die, Recharge Cycle, Volatile
0-8 8-24 +1 - 5 1 -2 4+ -
STORM BOLTER
The Storm Bolter is a dual chamber linked boltgun which almost doubles the rate of fire of a regular bolt weapon.
Like all bolters it is noisy and the shells explode when they hit their target causing great devastation. They require
constant expert attention and even then they are prone to going wrong. For those who know what theyre doing
it is a prestigious weapon carried by the most dangerous of fighters.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 +1 - 4 1 -1 6+ 1 Sustained Fire Die
AUTOCANNON
The auto-cannon is a heavy automatic weapon - a larger and more powerful version of the autogun. It is a rapid
firing, high-velocity weapon capable of spitting out a hait of deadly shells. The blaze of shells, scream of the
loading mechanism and brutal recoil mean that it is a difficult weapon to use. It is also very effective, and one of
the most popular heavy weapons.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-18 18-72 -1 - 8 D6 -3 4+ 1 Sustained Fire Die
HEAVY BOLTER
AII bolt weapons are highly advanced and technically sophisticated, and the heavy version is the most effective
and most complex weapon of its type. They are extremely bulky and are often known as the 'back breaker' by
those who carry them. Only very wealthy fighters can afford to own and use a heavy bolter. The demanding
maintenence routine also makes it an unwise choice for a novice. For those who know what they're doing it is a
prestigious weapon carried by the most dangerous of fighters.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-18 18-36 -1 - 5 D3 -2 6+ 2 Sustained Fire Dice
HEAVY STUBBER
This heavy and old-fashioned weapon can rattle off a hail of heavy bullets sufficient to stop a man in his tracks.
The workshops of the city can tum out weapons like this quite easily. It is a simple weapon to maintain and cheap
to buy. Many gangs start out with a big stubber to back them up, and its deadly rain of bullets has put an end to
the aspirations of many a ganger.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-36 -1 - 4 1 -1 4+ 2 Sustained Fire Dice
LASCANNON
The laser cannon is the most powerful man-portable Iaser weapon. It fires a powerful energy burst that can burn
up a living target or vaporise plasteel. It is designed for destroying large armoured vehicles and other fighting
machines, and its massive energy discharge is reckoned to be unnecessarily potent against living men.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-18 18-72 -1 - 9 2D6 -5 2+ -
MISSILE LAUNCHER
The missile launcher is a complex and weighty piece of Krak Missile: This missile is designed to crack open a
machinery. Although expensive the weapon is highly heavily armoured target with a concentrated implosive
regarded on account of its versatility. Two types of charge. Krak missiles use the first profile given below.
ammunition are commonly available. These are Frag Missile: This missile explodes upon impact,
powered missiles fed into the weapon by means of a scattering shrapnel over a wide area. The missile is
magazine or hopper, though some versions must be ideal for scything down groups of exposed fighters. It
loaded one shot at a time. uses the second profile given below.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-72 -1 - 8 D6 -5 Auto -
0-12 12-72 -1 - 4 1 -2 Auto 3 Blast
MULTILASER
MULTIMELTA
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
PLASMA CANNON
Plasma weapons are extremely effective and very Fire Modes: A plasma cannon can be fired on
dangerous and the plasma cannon is the most deadly maximum power (first profile) but then you cannot use
of them all. The biggest disadvantage of plasma it again until it has recharged. You can also fire the
weapons is that they take a relatively long time to weapon on the low power setting (second profile)
recharge once fired. The user can mitigate this by firing which is safer and does not require recharging. In
the weapon on a low energy setting to preserve his melee, only the low power setting may be used and
energy reserves. only if the weapon is not in a recharge cycle.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-20 20-72 - - 8 D6 -5 6+ 3 Blast, Recharge Cycle, Volatile
0-20 20-40 - - 7 D3 -4 4+ 3 Blast
PSYK-OUT GRENADES
Psychic Shock: This grenade does not cause damage
except to psykers (but note that any fighter with one
or more psychic powers counts, not just those with the
Psyker career!) and Daemons. Other models do not
even get pinned. Psykers and Daemons who get hit are
automatically wounded on a roll of 4+ regardless of
Toughness and are not entitled to any sort of saving
throw against this wound.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 3 Blast
RAD GRENADES
Radiation: Models hit by this grenade are wounded on
a roll of 6+ regardless of Toughness and do not receive
an armour save against this wound. Leave the blast
marker in play until the end of the battle. Any model in
contact with the marker, regardless of whether it was
hit by the initial blast or not, has its Toughness reduced
by 1 as long as it remains in contact with the marker.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - 1 - Auto 4 Blast
STASIS GRENADES
Stasis Field: This grenade does not cause damage or
pinning. Instead, any model hit is temporarily frozen in
time. For all intents and purposes it becomes a piece of
terrain and cannot interact with the battle in any way.
While frozen, models count as out of action for the
purposes of making bottle rolls! At the end of each
player turn roll a D6; on a roll of 1 the grenades power
source is depleted and the effect ends. Make a single
roll for all models affected by the same stasis grenade.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 3 Blast
A familiar is an independent model mounted on its own 25mm base, but it is essentially mindless and so familiars
do not gain experience and cannot advance. Each familiar must be assigned to one ganger, just like a piece of
wargear. It can only take part in a game if its master is also present and is lost if the masters other wargear is lost.
A familiar that is taken out of action does not roll on the usual Serious Injury chart. Instead just roll a D6 and on a
roll of 1 the familiar is killed or damaged beyond repair, on a roll of 2 or more the familiar fully recovers.
PSYBER-EAGLE CHERUBIM
1 1
2 2
3 3
4 4
5 5
M WS BS S T W I A Ld M WS BS S T W I A Ld
Psyber-eagle 6 2 2 2 2 1 4 1 9 Cherubim 4 2 2 3 3 1 2 1 9
Mindless: Psyber-eagles are immune to fear and terror Mindless: Cherubim are immune to fear and terror and
and never have to take break tests. They also cannot never have to take break tests. They also cannot be
be pinned by enemy fire. pinned by enemy fire.
Flying: Psyber-eagles move by flying as described in Floating: Cherubim move by floating as described in
the Movement section of the battle rules. the Movement section of the battle rules.
Small Target: Psyber-eagles are considerably smaller Functions: A cherubim is built for a specific function.
than a man and so count as Small Targets (-1 to hit When you purchase a cherubim, choose one of the
with shooting). following options:
Psychic Relay: Psyber-eagles are designed to channel Bearer: This Cherubim can carry one item for its
their masters psychic powers. If a psyber-eagle is owner. This can negate the encumbrance penalty in
assigned to a psyker, then the psyker can use the melee and can leave the owners hands free to carry
psyber-eagle as the point of origin of its psychic more weapons. The owner can use the carried item if
powers line of sight and range is measured from the the Cherubim is in base-to-base contact. Obviously
familiar instead of the psyker. This ability only works as some items are exempted, like flight packs or armour.
long as the psyber-eagle is within 12 of the psyker. Messenger: If a Cherubim is assigned to the gangs
leader, then gangers can use the leaders Leadership
for break tests when within 6 of the Cherubim.
Dampener: Psykers within 12 of the cherubim have a
-1 Leadership penalty when taking psychic tests.
Spook: This variant of the cherubim is designed to
look even more disturbing than your run-of-the-mill
floating dead baby. It causes terror in enemy models.
A servitor is an independent model mounted on its own 25mm base, but it is essentially mindless and so servitors
do not gain experience and cannot advance. Servitors require upkeep and so they count towards the size of your
gang when you are selling Loot, but they cannot explore, shop, or otherwise participate in non-combat activities.
A servitor that is taken out of action does not roll on the usual Serious Injury chart. Instead just roll a D6 and on a
roll of 1 the servitor is killed or damaged beyond repair, on a roll of 2 or more the servitor fully recovers.
Servitors cannot drive vehicles or use any weapons or equipment other than whatever is built into their bodies.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Servo-skull 5 2 2 2 2 1 4 1 9 Servitor 4 2 2 3 4 1 2 1 9
Mindless: Servo-skulls are immune to fear and terror Mindless: Servitors are immune to fear and terror and
and never have to take break tests. They also cannot never have to take break tests. They also cannot be
be pinned by enemy fire. pinned by enemy fire.
Floating: Servo-skulls move by floating as described in Bonus Skill True Grit: Combat Servitors have this skill
the Movement section of the battle rules. to represent their incredible resilience to injury.
Small Target: Servo-skulls are considerably smaller Loadout: Each combat servitor incorporates a built-in
than a man (about the size of a mans head, actually) weapon system. When purchasing a servitor you must
and so count as Small Targets (-1 to hit with shooting). choose any two weapons from the list below.
Functions: Each servo-skull is designed for one specific These weapons must be paid for separately but no
function. Its body incorporates one piece of wargear rarity roll is required for them and only the base cost
depending on that function. This cannot be removed applies without the usual random surcharge for rare
from the servo-skull. items. These weapons are built into the servitor and
cannot be assigned to another ganger. When the
When you purchase a servo-skull, choose one of the servitor is destroyed, so are its weapons.
following options:
-Hand Weapon
Scouting: Built-in Auspex -Chainsword
Medical: Built-in Medi-pack -Power Fist
Combat: Built-in Laspistol -Flamer
Assault: Built-in Chainsword -Heavy Bolter
-Heavy Stubber
-Plasma Cannon
-Multimelta
DIRESWORD
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -3 Parry, High Impact Weapon
ELDAR CHAINSWORD
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 4 1 -2 Parry
EXECUTIONER
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - As user +2 1 -3 Two-handed
WITCHBLADE
Force Weapon: A witchblade may only be wielded by a
Psyker. When rolling to wound with this weapon, use
the wielders Leadership instead of strength and the
targets Leadership instead of toughness. Only use the
weapons normal strength against models with no
Leadership value, such as vehicles.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 3* 1 -3 Parry
FUSION PISTOL
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
This bonus does not apply when fighting in melee.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-10 +1 - 6 D3 -2 4+ Close Combat
TRISKELE
Ricochet: When the triskele is used to make a ranged
attack it can target two enemies that are within 4 of
each other. Resolve each attack separately.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 - -1 4 1 -2 Auto Close Combat
BASIC WEAPONS
DIRE CATAPULT
LASBLASTER
SHURIKEN CATAPULT
DEATH SPINNER
Ammo Test: An Ammo test is required every time a
death spinner is fired regardless of your to hit roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 4 1 -2 4+ Monofilament
ELDAR FLAMER
Ammo Test: An Ammo test is required every time a
flamer is fired regardless of your to hit roll. All flamers
are unreliable weapons and can only be counted on to
fire a few times.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 3 1 -2 2+ Flaming Weapon (catch fire on 5+)
FIREPIKE
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +1 - 6 D6 -3 4+ -
FUSION GUN
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
This bonus does not apply when fighting in melee.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 6 D6 -2 4+ -
SUNRIFLE
BRIGHT LANCE
Lance Weapon: This weapon counts any vehicle
armour with a value greater than 8 as being armour 8.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-20 20-60 -1 - 8 D6 -6 4+
REAPER LAUNCHER
SCATTER LASER
SHURIKEN CANNON
WRAITHCANNON
Vortex: This weapon does not cause damage in the
normal way. Every model fully under the blast marker
must pass an Initiative test or be taken out of action
automatically regardless of the number of wounds
remaining. Special saves are permitted against this
effect but armour saves are not.
When rolling for serious injuries for models taken out
of action with this weapon count results of Captured
and Full Recovery as Survives Against The Odds.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 - -1 * * * 6+ 3 Blast
HAYWIRE GRENADE
Haywire: If this weapon hits a vehicle in any location
other than the DRIVER or CREW, the shot penetrates
armour automatically with no need to roll.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 3 1 - Auto 3 Blast
Hallucination Table
D6 Result
1 Enemy Team Is Babies!
The affected fighter perceives his enemies as being much
weaker than they actually are. He ignores fear and terror
and does not take Break tests until the end of the battle.
2 Dawww, Bunnies!
The affected fighter is temporarily distracted by visions of
cute animals. He becomes pinned, even if he is immune
to pinning from enemy fire. The fighter can recover from
this pinning effect normally.
3 Get Them Off, Get Them Off!
The affected fighter starts clawing at his skin, attempting
to exterminate imaginary vermin crawling all over him.
He immediately suffers a flesh wound, and another at the
start of each of his subsequent turns.
4 Its Coming Right For Us!
The affected fighter turns tail and flees, panicked by the
sight of a terrible beast. He becomes broken as if he had
failed a Break test.
5 What Pretty Colours...
The affected fighter has a psychedelic trip and becomes
subject to supidity for the rest of the battle. He may not
attempt Leadership tests to suppress the effect.
6 I Am Betrayed!
The affected fighter is convinced that his comrades have
turned on him! He immediately switches sides and comes
under the control of the opposing player until the end of
the battle, counting as an enemy ganger in all respects.
RANGE FINDER
Aspect armour grants its wearer a 4+ armour save. This Eldar range finders are typically located at the end of a
save can be reduced by modifiers as normal. short antenna attached to the user's armour at the
shoulder or right behind it. The emit a short psychic
burst and determine the distance to a target by
EXARCH ARMOUR measuring how long it takes for the signal to return.
A range finder can be fitted to any pistol, basic, special
or heavy weapon. It takes effect after the user declares
his shooting target. If the target turns out to be beyond
Exarch armour grants its wearer a 3+ armour save. This the weapon's long range then no shots are fired
save can be reduced by modifiers as normal. (normally you have to roll the dice anyway to see if the
wasted shots cause an ammo roll).
RUNE ARMOUR
TELESCOPIC SIGHT
A telescopic sight is a simple but effective optical aid to
accuracy. The sight can be fitted to any basic or special
weapon to increase the shooter's accuracy at long
Rune armour grants its wearer a 4+ armour save. This range. A telescopic sight requires concentration to use,
save is unaffected by armour save modifiers from and is only a benefit to shooters who stop and aim
weapons, so the wearer will always receive a 4+ save carefully.
against wounds caused by melee or ranged weapon A stationary fighter using a basic or special weapon
hits. Other save modifiers, such as those from falling with a telescopic sight adds +6" to the long range of his
from a height, still apply as normal. weapon. The sight is no advantage when shooting on
overwatch.
HOLO-SUIT
WRAITHSCOPE
Runes of warding only work when carried by a Psyker. A warp jump generator allows a user to teleport as
If an enemy Psyker attempts to use a psychic power decribed in the Movement section of the battle rules.
while within 12" of the model with runes of warding, The user can teleport in the movement phase instead
you may roll a D6 before the enemy takes his psychic of moving. The usual roll for the effects of warp travel
test. On a roll of 6 the psychic test fails automatically. applies to teleportation with a warp jump generator.
AGONISER
Neural Shock: An agonizer always wounds living
models on a roll of 4+ regardless of toughness. Against
all other targets it counts as strength 3.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - * 1 -3
IMPALER
Set Defense: An impaler-wielding fighter can make an
Initiative test when charged by an enemy model unless
already engaged in melee; if the test is successful, the
enemy does not receive any bonus for charging.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user D3 - Wins Draws, Flexible Grip
KLAIVE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 6 1 -3 Parry, Two-handed
SCISSORHAND
Gauntlet: A scissorhand is firmly attached to the arm,
so the user cannot be disarmed of it during a battle. A
gauntleted hand cannot be used to hold any other
weapons, however.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 1 -1 Loses Draws, Poisoned
SHARDNET
Capture: If a shardnet-equipped fighter scores at least
3 hits on a melee opponent in one melee phase, he can
choose to incapacitate him instead of making any
wound and injury rolls. The opponent goes down
automatically (and is taken out of action immediately
unless he has any allies involved in the same melee).
This ability does not work on models with a 40mm or
larger base, but it does work on normal fighters riding
a larger creature they can be caught in the net and
pulled off their mount.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 3 1 - Unblockable, Loses Draws
VENOM BLADE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -1 Parry, Poisoned
SPLINTER PISTOL
BLAST PISTOL
Lance Weapon: This weapon counts any vehicle
armour with a value greater than 8 as being armour 8.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-10 +1 - 6 D3 -3 4+ -
STINGER PISTOL
The needle pistol or needler is a complex laser-powered Special Toxin Ammo: Stinger weapons fire hollow
weapon. Its tight laser beam carries a tiny toxic needle darts that can be loaded with any of a variety of
which pierces the target's flesh to send its deadly different toxins instead of the usual poison. These
poisons into their body. The needler is a rare and toxins must be purchased separately (see the wargear
expensive weapon. Its chief advantage is that it is section.) Declare before the game which special toxin
virtually silent, and as such the favoured weapon for the stinger is loaded with, if any. A stinger with a
assassins. special toxin loses its normal Poisoned ability.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +2 - 3 1 -1 6+ Close combat, Poisoned (see above)
BASIC WEAPONS
SHARD CARBINE
SPLINTER RIFLE
STINGER RIFLE
The stinger rifle is a sniper's weapon and for this reason Special Toxin Ammo: Stinger weapons fire hollow
it is often refered to as a stinger sniper rifle. It is a darts that can be loaded with any of a variety of
complex laser powered device and relatively rare in Nu different toxins instead of the usual poison. These
Ork. Its tight laser beam carries a tiny toxic needle or toxins must be purchased separately (see the wargear
dart which can easily penetrate flesh to send its deadly section.) Declare before the game which special toxin
poisons into the target. the stinger is loaded with, if any. A stinger with a
special toxin loses its normal Poisoned ability.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-16 16-32 +1 - 3 1 -1 6+ Poisoned (see above)
BLASTER
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 6 D6 -3 4+ -
HAYWIRE BLASTER
Haywire: If this weapon hits a vehicle in any location
other than the DRIVER or CREW, the shot penetrates
armour automatically with no need to roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-18 - -1 3 1 - 4+
LIQUIFIER GUN
Ammo Test: An Ammo test is required every time a
liquifier gun is fired regardless of your to hit roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
3 1 -6 4+
SHREDDER
Ammo Test: An Ammo test is required every time a
shredder is fired regardless of your to hit roll.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
4 1 -2 2+ Monofilament
DARK LANCE
Lance Weapon: This weapon counts any vehicle
armour with a value greater than 8 as being armour 8.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-20 20-60 - - 8 D6 -6 4+
SPLINTER CANNON
GRENADES
PLASMA GRENADE
HAYWIRE GRENADE
Haywire: If this weapon hits a vehicle in any location
other than the DRIVER or CREW, the shot penetrates
armour automatically with no need to roll.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 3 1 - Auto 3 Blast
PSIBANE POISON
CLONE FIELD
This is a sophisticated hologram emitter that projects
duplicate images of the user. These are only visible at
very close range but can greatly confuse opponents in
hand to hand combat, and only the most observant
foes can discern which image is their real target.
Every enemy model in melee combat with a clone field
equipped fighter must take a Leadership test each turn
before making melee attacks. If a model fails the test,
then the clone-field equipped fighter receives a 4+
special save against all hits made by that enemy model
that turn.
COMBAT DRUGS
Some reckless or desperate Eldar, particularly those of
the dark kin, use performance enhancing drugs to give
them an edge in combat. They typically have a large
selection of various drug dispensers hooked up to a
sophisticated bio-computer that administers the drugs
based on the user's neural activity. This way the user
can rapidly adjust his drug mix according to his needs.
Combat drugs can be used to increase any of the
following characteristics by one point each:
Movement, Strength, Toughness, Initiative, Attacks.
Declare how many and which characteristics you wish
to boost at the start of each player's turn, then roll a
D6. If you roll equal to or under the number of
characteristics you wanted to increase, the ganger
overdoses and goes down (although the bonuses are
still applied). If you roll over the number then the
ganger is fine. The characteristic increases last until the
end of the turn.
BUCKLER
Repulsor Field: The buckler emits a small force shield
that can turn aside enemy blows. Besides granting its
wielder the Parry and Set Defense special abilities, it
also increases his armour save against melee attacks
(but not shooting or any other source of damage) by
one point or grants him a 6+ armour save in melee if
he otherwise has none.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user -1 1 - Parry, Set Defense
PISTOL WEAPONS
BURST PISTOL
PULSE PISTOL
RAIL PISTOL
PULSE CARBINE
RAIL RIFLE
SPECIAL WEAPONS
TAU FLAMER
Ammo Test: An Ammo test is required every time the
hand flamer is fired regardless of your to hit roll. Hand
flamers are unreliable weapons and can only be
counted on to fire once or twice.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
- large template - 4 1 -2 3+ Flaming (catch fire on 6+)
FUSION BLASTER
Fusion Weapon: This weapon gains +2 Strength (along
with an extra -2 armour save modifier) when fired at a
target in short range.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 6 D6 -3 4+ -
NEUTRON BLASTER
Irradiation: If a target goes out of action immediately
when hit by this weapon, it suffers an automatic Head
Wound result on the serious injury chart in addition to
the usual roll on the chart.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 5 1 -4 4+ Volatile
BURST CANNON
PLASMA RIFLE
GRENADES
PHOTON GRENADE
Blinding Flash: All models that are directly hit by this
grenade have their WS and BS reduced to 1 until the
end of their next turn in addition to the normal
damage they might suffer.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 1 1 - Auto 4 Blast
EMP GRENADE
EMP: This weapon does not cause damage, but if it hits
a vehicle then that vehicles maximum speed for its
next basic move is reduced to 1 less than the speed it
used in its previous move. If it moved at slow speed,
then it cannot move at all. Thrusters are unaffected.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 2 Blast
A fighter wearing tau scout armour has a 5+ armour A markerlight can be fitted to any Tau basic weapon. It
saving throw. This save can be reduced by modifiers as is essentially a second ranged weapon that has the
normal. following profile:
IRIDIUM CARAPACE If the user has a drone controller, then all drones
assigned to him also get a +1 bonus to hit the same
target that turn.
MULTI-TRACKER
A fighter wearing iridium carapace armour receives a
4+ armour saving throw. This save can be reduced by
modifiers as normal except that it is unaffected by
modifiers from pulse and plasma weapons. Against
these weapons, the armour save remains a 4+. A multi-tracker can be fitted to any Tau ranged
Because of its bulk a fighter wearing iridium carapace weapon other than a pistol. It allows the user to fire at
armour suffers a -1 penalty to Initiative for all any enemy in his line of sight, not necessarily the
purposes. closest one. Note that this does not allow him to
premeasure range to the target.
XV-15 STEALTH SUIT A multi-tracker cannot be used while on overwatch.
TARGET LOCK
SHIELD GENERATOR
A drone is an independent model mounted on its own 25mm base, but it is essentially mindless and so drones do
not gain experience and cannot advance. Drones require upkeep and so they count towards the size of your gang
when you are selling Loot, but they cannot explore, shop, or otherwise participate in non-combat activities.
A drone that is taken out of action does not roll on the usual Serious Injury chart. Instead just roll a D6 and on a
roll of 1 the drone is damaged beyond repair, on a roll of 2 or more the drone fully recovers.
Drones cannot drive vehicles or use any weapons or equipment other than whatever is built into their bodies.
Before a battle every drone must be assigned to a ganger equipped with a drone controller. Each such ganger can
have up to two drones assigned to him. If the ganger goes out of action his drones become subject to stupidity for
the rest of the battle. Commanding his drones does not impair the gangers normal actions in any way.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Drone 4 2 2 3 3 1 3 1 7 Drone 4 2 2 3 3 1 3 1 7
Mindless: Drones are immune to fear and terror and Mindless: Drones are immune to fear and terror and
never have to take break tests. They also cannot be never have to take break tests. They also cannot be
pinned by enemy fire. pinned by enemy fire.
Metal Plating: Drones have a 5+ armour save. Metal Plating: Drones have a 5+ armour save.
Floating: Drones move by floating as described in the Floating: Drones move by floating as described in the
Movement section of the battle rules. Movement section of the battle rules.
Weaponry: Every gun drone comes with two built-in Bodyguard: Whenever a friendly model within 2 is hit
pulse carbines. Treat them as a single weapon with two by a ranged attack, you may have this drone be hit
Sustained Fire Dice instead of one. instead as long as it is not pinned, down, broken, or in
melee.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Drone 4 2 2 3 3 1 3 1 7 Drone 4 2 2 3 3 1 3 1 7
Mindless: Drones are immune to fear and terror and Mindless: Drones are immune to fear and terror and
never have to take break tests. They also cannot be never have to take break tests. They also cannot be
pinned by enemy fire. pinned by enemy fire.
Metal Plating: Drones have a 5+ armour save. Metal Plating: Drones have a 5+ armour save.
Floating: Drones move by floating as described in the Floating: Drones move by floating as described in the
Movement section of the battle rules. Movement section of the battle rules.
Weaponry: Every sniper drone comes with a built-in Weaponry: Every fire drone comes with a built-in Tau
rail rifle. flamer.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Drone 4 2 2 3 3 1 3 1 7 Drone 4 2 2 3 3 1 3 1 7
Mindless: Drones are immune to fear and terror and Mindless: Drones are immune to fear and terror and
never have to take break tests. They also cannot be never have to take break tests. They also cannot be
pinned by enemy fire. pinned by enemy fire.
Metal Plating: Drones have a 5+ armour save. Metal Plating: Drones have a 5+ armour save.
Floating: Drones move by floating as described in the Floating: Drones move by floating as described in the
Movement section of the battle rules. Movement section of the battle rules.
Marker: Every sniper drone comes with a built-in C&C Relay: If a Relay Drone is controlled by the gangs
markerlight. If the drones markerlight hits, then the leader, then gangers can use the leaders Leadership
drones controller and his other drones (if any) gain a for break tests when within 6 of the Relay Drone just
+1 bonus to hit with their shooting attacks that turn. as if they were within 6 of the leader himself.
BLADED STAFF
Double Weapon: A bladed staff grants +1 attack in
melee just as if the user was wielding two one-handed
melee weapons.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - Two-handed, Parry, +1 Attack
MACHETTE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 D3 -1 Parry
TELESCOPIC HOOK
Not Going Anywhere: If a ganger is fighting with this
weapon, his melee opponents cannot leave combat by
any means (this negates the Withdraw skill and similar
abilities).
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -
PISTOL WEAPONS
DART PISTOL
KROOT PISTOL
WEB PISTOL
The web pistol, or glue gun as it is cheerfully called, fires a tangle of gluey threads which envelop and ensnare
their target, trapping and rendering them immobile. The sticky mass quickly shrinks and hardens holding the
target fast and preventing him from making the slightest move. The pistol is bulky and has a cone-shaped nozzle
and a distinctive canister containing the web chemical itself.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-4 4-8 - -1 0 Special - 6+ Close combat, Sticky Web
SPECIAL WEAPONS
HARPOON GUN
Reel Em In: If a harpoon gun hits a fighter and the
wound roll is successful, the target is pulled 2D6
towards the attacker. If they come into base contact,
they become engaged in melee with the shooter
counting as charging this turn. This happens before the
Injury roll and even if the target passes its armour
save. A successful special save will prevent the effect,
however. The ability does not work on vehicles or
beasts or any kind, but can pull a ganger right off a
vehicle or mount if it hits him directly.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-10 10-24 - -1 6 1 -2 4+
WEB GUN
KROOT CANNON
GRENADES
BAG OF CALTROPS
Caltrops: Like a smoke grenade, the bag of caltrops can
be aimed at a spot on the ground rather than a model.
It does not cause any damage or pinning, but the blast
area is covered with sharp caltrops. Leave the blast
marker in play. Any model attempting to move on or
over the affected area must pass an Initiative test or
suffer a Strength 2 hit.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 4 Blast
WEB GRENADE
ARMOUR
HARDENED LEATHERS LIGHT CARAPACE
A fighter wearing hardened leathers has a 6+ armour A fighter wearing a light carapace has a 5+ armour save.
save. This save can be reduced by modifiers as normal. This save can be reduced by modifiers as normal.
One dose of camo paint contains enough for a single A ganger carrying a hunter totem can take a 5+ special
ganger. Once applied, the paint cannot be transferred save against any wounds inflicted by enemy beasts in
to another model, and is destroyed if removed from melee combat.
the wearer.
A fighter wearing camo paint can hide even while out MYSTIC WARPAINT
in the open as long as he is at least 12" away from any
enemy models who have line of sight to him. However,
he cannot move in such circumstances without giving
himself away.
COMBAT PICK
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - As user +1 1 -2 Flexible Grip
LAS-CUTTER
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 4 1 -4
POWER HAMMER
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 D3 -3 Two-handed
ROCK DRILL
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 7 D3 -5 Two-handed, Bleeding
PISTOLS
GATLING PISTOL
HEAT GUN
Fusion Weapon: This weapon gains an extra -2 armour
save modifier when fired at a target in short range.
HEAVY WEAPONS
CONVERSION BEAMER
ORGAN GUN
INSTANT MINEFIELD
Minefield: Like a smoke grenade, the instant minefield
can be aimed at a spot on the ground rather than a
model. It does not cause any damage or pinning, but
the blast area is covered with mines. Leave the blast
marker in play. Any model attempting to move on or
over the affected area must pass an Initiative test or
suffer a Strength 4 hit.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 3 Blast
MELTA BOMBS
Demolition: Melta bombs can be used as demolition
charges to take out objectives in certain scenarios.
See page 193 for details.
Like Lugging a Log: Melta bombs are big and heavy, so
they can only be thrown half as far as other grenades.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 6 D3 -4 Auto 2 Blast
ARMOUR
ANCESTRAL PLATE SQUAT EXO-ARMOUR
A ganger wearing ancestral plate has a 4+ armour save. A ganger wearing Squat exo-armour has a 3+ armour
This save can be reduced by modifiers as normal. In save. This save can be reduced by modifiers as normal.
addition, the wearer receives a special 4+ save against In addition, the armour allows its wearer to move at
Chest Wounds (if you roll a Chest Wound in the serious half speed and still fire heavy weapons and weapons
injury chart for the ganger, roll the save and on a 4+ with the "Move or Fire" special rule.
the result is changed into Full Recovery, instead).
Exo-armour also comes with an optional helmet. You
must declare whether the fighter is using his helmet
SQUAT CHAINMAIL when you deploy him.
Only Squats may wear beard armour, and it can be A ganger with a helmet lamp may ignore the penalty to
used in addition to a normal suit of armour. Roll a D6 if hit a target in an area of low light, but if he does, any
the wearer suffers a Blast to the Face on the serious shooting attacks targeting him in the same player turn
injury table. On a roll of 4+ the injury is negated (treat or the next one also ignore the low light penalty.
it as a Full Recovery instead).
METAL DETECTOR
CONVERSION FIELD GENERATOR
HYPERPHASE SWORD
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -3 Parry
ROD OF COVENANT
Combined Weapon: This weapon can be used both in melee
and at range using the two different profiles provided.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-10 - -1 5 1 -4 5+ -
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - 5 1 -4 Two-handed, Parry
STAFF OF OFFICE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - As user +1 1 - Two-handed, Parry
VOIDBLADE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 -2 Entropic
WARSCYTHE
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - As user +2 D3 -4 Two-handed
PARTICLE CASTER
BASIC WEAPONS
GAUSS BLASTER
GAUSS FLAYER
STAFF OF LIGHT
Combined Weapon: This weapon can also be used in
melee with the same profile as a Staff of Office.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-12 - -1 5 1 -2 5+ 1 Sustained Fire Die
SYNAPTIC DISINTEGRATOR
Synaptic Schock: This weapon always wounds living
targets on a roll of 4+ regardless of their Toughness.
Against non-living models (such as vehicles, Daemons
and Necrons) follow the normal wounding procedure.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-30 -1 - 3 1 -1 5+ Aiming Bonus
TESLA CARBINE
PARTICLE BEAMER
TRANSDIMENSIONAL BEAMER
Exile Ray: This weapon does not cause wounds. When
a fighter is hit, he must immediately take a Strength
test. If he fails, he is removed from the battle with no
armour save allowed (special saves still apply). Fighters
removed in this way always return unharmed after the
game. Vehicles are not affected by this weapon.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - - - - 5+ Exile Ray
HEAVY WEAPONS
GAUSS CANNON
PARTICLE SHREDDER
TESLA CANNON
SOLAR PULSE
The
NIGHTMARE SHROUD This device can be used once per game at the start of
The any player's turn. For the duration of the turn, ignore
A model carrying a nightmare shroud can use it in his low light conditions anywhere on the table. In addtion,
shooting phase instead of firing a weapon. Select one enemy fighters that are within 6" of the bearer and
enemy fighter in line of sight, then roll 3D6. If you roll have line of sight to him when the solar pulse is used
equal or greater than the distance to the target, that are affected as if directly hit by a flash-bang grenade.
model must immediately take a Break test.
DAEMON WEAPON
Treacherous: This weapon bestows D6 extra attacks to
its owner (roll every time before resolving combat).
However, if the wielder rolls 3 or more fumbles when
resolving attacks, he strikes himself once with his own
Daemon Weapon. Resolve the hit normally.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +2 1 -3 Fumble
PLAGUE SWORD
Entropic Strike: Every time an opponent attempts an
armour save against a wound caused by this weapon,
he must also make a breakdown test (see page XXX)
for his armour.
Special Issue: This item can only be used by followers
of Nurgle.
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user +1 1 -2 Parry, Poisoned
SPECIAL WEAPONS
SONIC BLASTER
Cacophony: A ganger who goes out of action or down
when hit by this weapon must pass a Toughness test or
be Partially Deafened (see page XXX) in addition to any
other injuries he would normally suffer.
Special Issue: This item can only be used by followers
of Slaanesh.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 +1 - 4 1 - 4+ 1 Sustained Fire Die
KAI GUN
Life Seeker: Attacks with this weapon ignore penalties
for cover, low light, camouflage and similar effects.
However, on a hit roll of 1, the Kai Gun hits its owner
instead. Resolve damage normally, but the hit does not
cause pinning.
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-8 8-16 +1 - 4 1 -2 4+ -
BLIGHT GRENADE
Plague Gas: Models affected by this gas each gain D3
Poison tokens (roll for every model separately).
Special Issue: This item can only be used by followers
of Nurgle.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 5 Blast
MUSK GRENADE
Musk Gas: This gas only affects beasts. A beast of any
type that fails its Toughness test against the gas will
stay in the gas cloud until it dissipates, following it to
the best of its ability if the cloud moves. While in the
cloud, its Weapon Skill and Initiative are reduced to 1.
Special Issue: This item can only be used by followers
of Slaanesh.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - - - - Auto 5 Blast
INFERNO GRENADE
Special Issue: This item can only be used by followers
of Tzeentch.
Short Long To Hit Save Ammo
Strength Damage Special
Range Range Modifier Modifier Roll
thrown - 4 1 - Auto 4 Blast, Flaming (catch fire on 5+)
ARMOUR
CHAOS ARMOUR DAEMON ARMOUR
A suit of Chaos Armour grants its wearer a 4+ armour Like Chaos Armour, Daemon Armour can be worn by
save. This save can be reduced by modifiers as normal. gangers of any species and regardless of any mutations
Chaos Armour is alive, in a manner or speaking, and they are sporting. It grants its wearer a 4+ armour save
can adapt itself somewhat to accomodate any odd which cannot be reduced by armour save modifiers.
body shape. It can be worn by gangers of any species
and, unlike other armour, it can be worn by mutated Should the wearer ever roll a 1 on its armour save, he
fighters whose mutations normally prevent them from suffers an additional wound as the armour feeds on his
wearing armour (see page 178). life essence.
NURGLING IN A JAR
This glass jar contains a very sad and lonely Nurgling
Chains of binding only have an effect if they are carried who has been sitting on a store shelf for who knows
by a Psyker and he becomes possessed by a Daemonic how long and will gleefully befriend the first person he
Herald during a Perils of the Warp attack. Instead of meets (with disasterous, but completely unintentional
rampaging wildly, the Daemon is treated exactly as if it consequences).
had been summoned by the Psyker's side. The jar can be thrown at an enemy fighter in the same
manner as a grenade. If it hits, it smashes open and the
CHAOS ICON lonely Nurgling clings to the unfortunate target's face
with all its puny strength. The affected fighter becomes
subject to stupidity, representing his stumbling around
the battlefield with a Nurgling on his face. He can try to
The bearer of a Chaos icon, as well as all followers of remove the offending Daemon with a Strength check
Chaos (friend or foe!) within 6" of him, may ignore the during his own recovery phase, but every time he fails
WS and BS penalty caused by flesh wounds. The icon the check, he receives a poison token as he swallows
needs to be prominently held overhead, taking up one some of the goo. Unlike most items, Nurgling jars are
of the bearer's hands, so he can only use one pistol or not replenished automatically.
a single one-handed melee weapon while carrying the
icon.
The bearer of a Plague Banner can activate it once per A ganger with a Summoning Kit can make one attempt
game and unleash its accumulated entropic energy. to summon Chaos Daemons as desribed on page 185.
This can be done in the shooting phase instead of firing The Summoning Kit is consumed in the process. Unlike
a weapon. When the banner is used, every living model most items, it is not replaced automatically after each
(friend or foe!) within 6" gets a poison token, except game but must be bought anew.
for followers of Nurgle, who are immune to the effect.
The banner needs to be prominently held overhead,
taking up one of the bearer's hands, so he can only use
one pistol or a single one-handed melee weapon while
carrying the banner.
Special Issue: This item can only be used by followers
of Nurgle.
RAPTOR MASK
RAPTUROUS STANDARD
Vehicle upgrades are purchased from the Motorpool (page 235) and can be installed in one of two ways. They can
be installed by Ork Mekaniaks in the Motropool following the rules given there. A cheaper option is to have your
own Technicians install the upgrades. This is somewhat risky as gang Technicians usually arent quite as proficient
as proper Meks. Unfortunately, it is the only way to attach some of the more exotic upgrades that are beyond the
understanding of the Orks, such as Necron Quantum Shielding or Dark Eldar Night Shields.
INSTALLING UPGRADES
Any upgrades not installed by the Motorpools Meks are added to your gangs stockpile and can be installed by
your Technicians immediately or at any later time. Each Technician can install one upgrade after each battle in
addition to whatever else he is doing, as long as he was not taken out of action and is allowed to participate in
post-battle activities.
Some upgrades may only be installed by a Technician of a certain species. Aethersails, for example, may only be
installed by a Dark Eldar Technician. This is listed next to the upgrades name. These upgrades are impossible to
install at the Motorpool (as it only employs Ork Meks) and can only be installed by one of your own Technicians. A
gang without a Technician of the appropriate species cannot have such an upgrade.
UPGRADE BREAKDOWN
It is possible for a gang to install species-specific upgrades and later lose the relevant Technician (he might die, be
fired, turned into a Grotesque, or suffer any number of interesting and amusing fates). In this case, a Breakdown
test (see page 74) is required for each species-specific upgrade that no longer has a Technician of the appropriate
species to Maintain it. If the test is failed, the upgrade breaks down completely and is destroyed. Passing the test
means that the upgrade continues to function normally for the duration of the battle.
If a vehicle coated in living metal has any damage, you A vehicle with quantum shielding has a +1 bonus to its
can roll one D6 during your recovery phase, and on the armour values on all locations until it suffers its first
roll of a 6 one damage result of your choice is repaired. penetrating hit. As soon as the vehicle is penetrated in
Results that cripple a vehicle are beyond the scope of any location, quantum shielding ceases functioning for
this ability and cannot be repaired during the game. the rest of the battle.
ROLL CAGE
A vehicle with this upgrade is shrouded in perpetual
shadow and so always counts as being in an area of
low light. This means that shooting attacks from more This is an array of metal bars that protect the vehicle
than 12 away suffer a -1 penalty to hit unless they and its passengers during a roll. A vehicle with a roll
ignore the effects of low light. cage takes no damage from a roll. Additionally, when
the vehicle suffers any damage result that causes it to
OIL SLICK roll and its passengers to then be thrown out of the
vehicle, each passenger can take an Initiative test to
avoid the effects. Those that pass do not take a hit and
can be placed anywhere in base contact with the
Once per turn at any point during the vehicles basic or vehicle in its final position.
thruster movement you can place a 3 blast marker
directly behind the vehicle. The marker remains in play SCYTHES
until the end of the battle and counts as very rough
terrain for wheeled, tracked or walker vehicles (this is
an exception to the rule that walkers are unaffected by
rough terrain!) Fighters on foot can either treat the oil This upgrade adds +1 to the strength of the hit when
slick as very rough terrain or they can attempt to move the vehicle sideswipes or rakes a model on foot. For an
over it at normal speed but risk slipping and falling. additional cost of +10 teef the scythes can also be
This is done by taking an Initiative test. If the test is upgraded with the Poisoned weapon property.
failed then the model slips and becomes pinned as
soon as it touches the oil slick, otherwise it can move
normally. Models attempting to run or charge across
the oil slick suffer a -1 penalty to their Initiative.
This upgrade can only be fitted to a one-man bike and WRECKING BALL
simply turns it into a two-man bike. Duh.
SMOKE SCREEN This upgrade adds +D3 to the strength of the hit when
the vehicle sideswipes or rakes another vehicle. A
passenger (not the driver) must operate the wrecking
Once per turn at any point during the vehicles basic or ball for the bonus to apply and cannot shoot on the
thruster movement you can place a 5 blast marker turn when the vehicle makes use of the wrecking ball.
directly behind the vehicle. The marker is a smoke
cloud (see Smoke Grenades in the equipment section).
THRUSTERS
Thrusters can either literally be booster rockets
mounted on the vehicle or simply an upgrade of the
main propulsion system that allows for very rapid
acceleration, such as nitro injection. The upgrade
allows the vehicle to utilize thruster movement as
described in the battle rules.
The cost of thrusters depends on the type of vehicle
you wish to install them on since larger vehicles
obviously require larger thrusters.
This section describes only a small selection of all the strange, alien (and some not so alien) creatures that your
gangs may purchase and utilise in battle. Many others exist, but we have limited ourselves here to a few that have
the most easily obtainable models in the appropriate scale, or are simple to convert. If you posess an interesting
beast model not covered in these rules, you can always invent your own rules for it, or simply count it as one of
the existing beasts.
TYPES OF BEASTS
To keep things simple, we group all beasts into three broad categories:
Hunting beasts are creatures not much larger than a man or Ork, for example wolves, hounds and their many
alien equivalents. These creatures are often quite intelligent and require hardly any supervision during a battle if
they have been properly trained.
Combat beasts are large creatures such as Ogryn or Chaos Spawn. They require a lot of attention both on and off
the battlefield as they are too dim-witted to even feed themselves, let alone make tactical decisions.
Riding beasts, also referred to as mounts, are creatures trained to bear a rider into battle. They can augment the
speed and power of a normal fighter considerably, but become completely useless if they lose their rider.
UPKEEP
Just like gangers, their pet beasts also require food, shelter, medical care, and so on. Because of this, all beasts
count towards the size of your gang when you are calculating profits from selling Loot.
OUT OF ACTION
Beasts are were taken out of action during a battle do not roll on the serious injury table. Instead, roll a single D6
for each such beast. On a roll of 1, the beast has been killed or is too badly wounded to continue fighting. Remove
it from your gang roster. You can sell the body for glue/organs/sausages, earning you 2D6 teef for a dead hunting
or riding beast or 4D6 teef for a dead battle beast. On any other roll the beast fully recovers from its injuries.
EXPERIENCE
Beasts never gain experience or advances. They are already trained to the best of their ability at time of purchase
and have no capacity to develop further.
It can sometimes happen that a gang has too many beasts, or beasts or a type no Handler in the gang can handle
(this can occur if a Handler is killed, for example, of if the gang obtains a free beast while exploring Nu Ork). The
superfluous beast(s) may not be used in battle but they may be kept in the gangs hideout until an appropriate
Handler is hired. Beasts that cant fight need to be fed all the same, so they still count towards the size of your
gang when calculating profits from selling loot.
Handler Can handle up to six (in any combination): Can handle a single
Gretchin Squighounds, Hopping Squigs, Giant Spiders Giant Squig
Ork Squighounds, Boars, Cyboars Giant Squig or Ogryn
Human Warhounds, Cyber-Mastiffs, Warhorses Ogryn or Chaos Spawn
Squat Warhounds, Cyber-Mastiffs Ogryn
Tau Kroothounds, Warhounds, Warhorses Krootox
or
Kroot Kroothounds, Knarlocs Krootox
Craftworld Eldar Warhounds, Felids, Warhorses, Raptors Wraithguard
Dark Eldar Khymerae, Cyber-Mastiffs, Giant Spiders, Raptors Grotesque
Necron Cyber-Mastiff Grotesque
Space Marine Warhounds, Thunderwolves Ogryn
Chaos Marine Warhounds, Khymerae Chaos Spawn
You may buy a dragoons or knights mount at the same time you hire him assume that he already has his own
riding beast that he brings along. The beast must be paid for separately, but even if you choose a rare beast you
only pay its fixed cost with no random surcharge. As long as the beast is alive the ganger must start each game
mounted on it. If the beast dies, he can be given another from your gangs roster or buy an entirely new one at
the Menagerie.
Likewise, gangers do not have to take Break tests if a nearby hunting beast goes down or out of action. The beasts
are there to draw enemy fire, after all!
Hunting beasts cannot use the Leadership value of the gang leader but may use the Leadership of their handler in
exactly the same manner that normal gangers use the Leadership of their leader.
Hunting beasts do not have the instincts to get down once the bullets start flying, but grazing hits will make them
back off momentarily. All hunting beasts are immune to pinning from enemy fire. Each hit that would normally
pin a target instead makes a hunting beast retreat 1 directly away from the shooter, but only if it is safe to do so.
A hunting beast is smart enough not to slam into a wall or jump off a ledge while backing off from enemy fire.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Squighound 6 3 0 3 4 1 2 2 6 Kroothound 7 3 0 3 4 1 3 1 5
Mushy Hide: Squighounds have a 6+ armour save. Leather Hide: Kroothounds have a 6+ armour save.
Smell the Shrooms: A squighound triples its Initiative Powerful Jaws: Kroothounds have a -2 armour save
when working out whether it detects hidden Orks and modifier on all their melee attacks.
Gretchin.
FELID WARHOUND
1 1
2 2
3 3
4 4
5 5
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Felid 6 4 0 3 3 1 4 1 7 Warhound 8 3 0 3 3 1 4 1 7
Furry Hide: Felids have a 6+ armour save. Their chance Furry Hide: Warhounds have a 6+ armour save. Their
of catching fire when hit by a flaming weapon is 1 point chance of catching fire when hit by a flaming weapon is
higher than normal (e.g. 4+ instead of 5+) 1 point higher than normal (e.g. 4+ instead of 5+)
Stalker: A felid has the stealth skills Dive For Cover Pack Hunter: A warhound receives +1 WS for each
and Sneak Up to represent its predatory instincts. other warhound in melee with the same opponent.
CYBER-MASTIFF KHYMERA
1 1
2 2
3 3
4 4
5 5
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Kroothound 5 3 3 4 4 1 3 1 9 Fenris wolf 7 4 0 4 3 1 4 2 6
Metal Plating: Cyber-mastiffs have a 4+ armour save. Insubstantial: Khymerae exist halfway between the
Warp and realspace. Blows can pass straight through
Tranquilizer Darts: Cyber-mastiffs have a built-in dart them, so they receive a 5+ special save.
gun designed to bring down their target. This weapon
has the same profile as a Splinter Pistol (see the Eldar Disturbing: Khymerae are the Warp-spawned stuff of
armoury) and cannot be removed from the model. nightmares. They cause fear in their opponents.
Likewise, gangers do not have to take Break tests if a friendly battle beast goes down or out of action nearby.
Battle beasts cannot use the Leadership value of the gang leader but can use the Leadership of their handler in
exactly the same manner and with the same limitations.
Battle beasts are too big and tough (and stupid) to care about near-misses and grazing shots. They are all immune
to pinning from enemy fire.
Battle beasts can board enemy vehicles in the usual way (what glorious carnage they will cause!) but can only
board small and large transports. One-man and two-man vehicles are too small for a beast to climb on.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Giant squig 6 3 0 4 6 4 2 2 5 Grotesque 4 3 2 4 4 3 3 1 7
Mushy Hide: Giant squigs have a 6+ armour save. Gnarled Hide: Grotesques have a 6+ armour save.
Cause Fear: Giant squigs are big and nasty creatures Cause Fear: Grotesques are horribly mutilated and
that can swallow a man whole. They cause fear. very aggressive creatures. They cause fear.
Ravenous: Giant squigs eat even more than other Feel No Pain: Grotesques have had their nerve endings
battle beasts. Each one counts as 5 gangers when severed, so they do not feel pain and are not slowed
calculating your profits from selling Loot. down by physical damage unless it is truly debilitating.
Grotesques ignore the WS/BS penalty from flesh
Large Target: A giant squig is much bigger than a man, wounds.
so models targeting it with a ranged attack get a +1
modifier to hit. Large Target: A grotesque is much bigger than a man,
so models targeting it with a ranged attack get a +1
Giant Gob: A giant squig can potentially swallow a man modifier to hit.
whole. If it scores 3 or more hits in melee against a
single man-sized opponent (i.e. any ganger on a 25mm Combat Elixirs: Grotesques are fitted with various
base) that unfortunate model is consumed in one giant automated drug dispensers that provide a constant
bite and taken out of action immediately with no save infusion of random performance enhancers that keep
of any kind allowed. the unfortunate creatures at peak performance and
sometimes beyond, but with a constant risk of
Only one model can be swallowed each game. If the overloading their bodies.
squig opened its gob to try and swallow another, the
first one could very well jump out! At the start of each of your turns roll three D6 on the
chart below to see which bonuses the Grotesque
After the battle roll a D6 on the chart below to see receives from its hormone cocktail this turn. Duplicate
what has become of the unfortunate victim: results are cumulative. However, if you ever roll triples
the Grotesque overdoses and goes out of action. The
1: Digested. The victim is digested, weapons and all. bonuses last until the start of your next turn.
Remove him and all his equipment from the roster.
2-3: Passed. The victim gets pooped out alive shortly 1: +1 Movement
after the battle and is automatically captured by the 2: +1 Weapon Skill
gang that owns the squig. 3: +1 Strength
4-6: Regurgitated. The squig throws up somewhere 4: +1 Toughness
along the way back home. The victim just makes a 5: +1 Attack
normal roll on the serious injury chart. 6: Regain 1 lost Wound
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Squighound 7 4 0 3 4 2 2 2 6 5 3 2 5 4 3 2 2 7
Leather Hide: Krootoxen have a 6+ armour save. Flak Armour: Ogryn wear a large suit of flak armour
that follows the rules on page 100.
Large Target: A krootox is much bigger than a man, so
models targeting it with a ranged attack benefit from a Large Target: An Ogryn is much bigger than a man, so
+1 modifier to hit. models targeting it with a ranged attack benefit from a
+1 modifier to hit.
Weapon Mount: The slow and steady gait of a Krootox
makes it an ideal weapon platform. At no additional Weapons: Unlike most other beasts, an Ogryn can use
cost, a Krootox may be equipped with a special harness weapons. It may be equipped with any melee, special
allowing a heavy or special weapon to be mounted on or heavy weapon from the Human Armoury (the
its back. There is no need to modify the weapon; any weapon must be bought and paid for separately, of
weapon from your gangs stockpile can be used. You course). Pistols and basic weapons are too small and
nominate which weapon is currently mounted during fiddly for its stubby fingers.
deployment and your selection can change from game An Ogryn may even move and shoot with a heavy
to game. The gun can be fired by any friendly ganger in weapon in the same turn (as long as it did not run or
base contact with the Krootox. The target must be in charge) and suffers no special penalty for doing so.
line of sight of both the Krootox and the ganger firing.
Heavy weapons may still be fired even if the Krootox or Afraid of the Dark: An Ogryn standing in a low light
the ganger moved, but not if either of them ran. Also area suffers a -1 penalty to his Weapon Skill, Ballistic
note that the same weapon cannot be fired by more Skill and Leadership.
than one ganger in the same turn.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Chaos Spawn 4 1 1 2 2 2 1 0 4 4 3 3 5 5 3 2 1 6
Warping Flesh: Chaos Spawn have a 6+ armour save. Wraithbone Construct: Wraithguard have a 3+ armour
Because their flesh is constantly morphing and shifting, save. Because they do not feel pain, treat any result of
they ignore the effects of flesh wounds. down on the injury table as a flesh wound instead.
Random Profile: To better represent their immense Weapons: Unlike other beasts, a Wraithguard can use
variety, each Spawn has a randomly generated profile. weapons. It may be equipped with any melee, special
When you buy or otherwise obtain a brand new Chaos or heavy weapon from the Eldar armoury (the weapon
Spawn, roll a separate D3 for each characteristic on must be bought and paid for separately, of course). It
their profile and permanently add the result to the cannot use pistols and basic weapons as they are too
characteristic value. small and fiddly for its oversized hands.
A Wraithguard may even move and shoot with a heavy
Mutations: A newly obtained Chaos Spawn also starts weapon in the same turn (as long as it did not run or
off with one random mutation from each of the basic charge) and suffers no special penalty for doing so.
mutation tables (Limb, Head, Body and Metabolism)
on page 158. After every battle, you must add another Brainlock: A Wraithguard that fails a stupidity test will
mutation to the Spawn by making a roll on one of the stay in place instead of moving in a random direction.
mutation tables mentioned above. If the Spawns All other stupidity behavior remains unchanged.
Handler is a follower or one of the Chaos Gods, you
may alternatively roll on the Gift table of that god. Large Target: A wraithguard is much bigger than a
man, so models targeting it with a ranged attack get a
Biological Breakdown: At the start of each battle roll +1 modifier to hit.
3D6. If the score is less than the spawns total number
of mutations, its tortured body cannot withstand the
strain of its mutations any longer. The spawn dies and
is removed from your gang roster.
CAVALRY MOVING
While a ganger is riding, he and his mount move like a single model. Only the mount's Movement value is used
and any abilities for negotiating terrain that the ganger might have do not apply unless they specifically state they
affect riding beasts.
Riding beasts can never climb. Not stairs, not ladders, and certainly not plain walls. They cannot get above ground
level unless there is a nice ramp wide enough for the mounts base.
CAVALRY SHOOTING
A mounted ganger can shoot normally except that he cannot fire heavy weapons, even if he does not move. He
simply cannot brace himself properly without his feet on solid ground. Also note that the rider's raised vantage
point might give him an advantage when determining line of sight and this is perfectly fine it works both ways!
Weapons that use a template or blast marker hit both models. In the case of a partial hit, only make one Initiative
test using either the riders or the mounts Initiative value, whichever is higher. If the test is failed they are both
hit, if it succeeds neither of them is hit.
Cover is determined for the rider and the mount separately. Quite often the rider will be exposed due to his
elevation even if his mount is well concealed.
All riding beasts are immune to pinning from enemy fire and so are their riders as long as they remain mounted,
because it wouldnt make sense to abandon the saddle as soon as the first bullet whizzes past.
If the rider is hit and goes down, he must take an Initiative check. If he succeeds, he stays in the saddle. He is still
treated the say way as a normal down result except that he can continue moving the mounts full speed.
If he fails the Initiative test he is down and falls off his mount (this does not cause any additional damage) and
the mount immediately bolts to safety and is removed from the battlefield. Replace the rider with a foot model.
If the rider goes out of action the riding beast is also removed as it swiftly retreats from the battlefield.
If the mount is wounded and goes down place the foot version of the model in base-to-base with the mount. He
can either stay beside the riding beast waiting for it to recover, in which case he automatically re-mounts if and
when that happens, or he can move away in his movement phase, in which case the mount is immediately
removed and counts as out of action.
If a ridden mount is wounded and goes out of action the rider must take an Initiative test to dismount safely. If he
fails he is thrown off violently or crushed under the incapacitated mount and counts as pinned. This also affects
models that are normally immune to pinning from enemy fire. In either case replace the cavalry model with a foot
version.
You will probably want to have the rider go second as he likely has better weapons and so the bonus will benefit
him more. However there is a certain risk in letting the mount fight first, because if the mount is taken down, the
rider could be in a lot of trouble!
If a mount is downed in melee then the rider has to make an Initiative test to leap off safely while still fending off
the enemy; if he succeeds he dismounts and continues to fight on foot. If he fails, he is crushed under his mount
or hit by his opponent while catching his balance. He immediately goes down (and is promptly taken out of action
if there are no other allies engaging the same opponent, as usual).
CAVALRY DISMOUNTING
A fighter can always dismount and abandon his riding beast at the start or end of his movement unless he is
engaged in melee. If he already moved before dismounting, he cannot move again in the same movement phase.
If he dismounted before moving, he can move as normal that turn and may even run or charge. However, even if
he does not move, dismounting still counts as movement and so the ganger cannot fire heavy weapons that turn.
When a ganger dismounts you obviously have to replace him with a foot model. The riding beast is removed and
cannot be re-mounted during the game it is simply assumed that it retreats from the battle and finds its way
back to the gangs hideout later.
Mounts cannot board enemy vehicles in any circumstances, but the rider can attempt to leap from his mount
onto an enemy vehicle. This is done just like a regular boarding attempt. If the rider succeeds on his Initiative test,
he abandons his mount and boards the vehicle. If he fails, he falls off his mount, is bounced away from the vehicle
and takes a hit for falling off as normal. In either case, he must be replaced with a foot model and the mount
quickly leaves the battlefield.
If a vehicle moves over a mounted model or hits it with a rake or sideswipe, you can make the Initiative test to
jump aside on either the riders or the mounts Initiative, whichever is higher. Even if you fail, only the mount can
be hit. If it goes down or out of action, resolve it the same way as for shooting.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Boar 5 3 0 4 4 2 2 1 7 Cyboar 5 3 0 4 5 2 2 1 7
Furry Hide: Boars have a 5+ armour save. Their chance Metal Plating: Cyboars have a 4+ armour save.
of catching fire when hit by a flaming weapon is 1 point
higher than normal (e.g. 4+ instead of 5+) Metal Tusks: A cyboars melee attacks have a -2
armour save modifier.
Tusks: A boars melee attacks have a -1 armour save
modifier. Large Target: A cyboar is much bigger than a man, so
models targeting it with a ranged attack get a +1
Large Target: A boar is much bigger than a man, so modifier to hit.
models targeting it with a ranged attack get a +1
modifier to hit. Afterburner: When charging, a cyboar rider can push
the big red button to engage the afterburners. This
Pain Response: Whatever doesnt kill a boar just pisses adds +1D6 to its maximum movement distance unless
it off! A boar does not lose any WS or BS from flesh you roll a 1. In that case, the cyboar immediately goes
wounds and instead gains +1 attack for each flesh out of action.
wound it suffers.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Raptor 7 4 0 3 4 1 4 2 8 Hopper 6 3 0 3 4 1 4 1 6
Scaly Skin: Raptors have a 5+ armour save. Similarly to Mushy Hide: Hopping squigs have a 6+ armour save.
flak armour the save is improved to 4+ against
weapons which use any blast marker or template. Bouncy, Bouncy: Hopping squigs ignore rough and very
rough terrain as they move and can bounce over
Pounce: On a turn it charges, a raptors melee attacks obstacles up to 2 in height. Note that the rider must
have a -2 armour save modifier and cannot be parried. still be able to see a target in order to declare a charge.
Large Target: A raptor is much bigger than a man, so Low Capacity: Hopping squigs may only be ridden by
models targeting it with a ranged attack get a +1 species with starting Toughness 3 or less.
modifier to hit.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Thunderwolf 6 4 0 4 4 2 3 1 9 Warhorse 7 3 0 3 3 1 3 1 7
Furry Hide: Thunderwolves have a 5+ armour save. Large Target: A warhorse is much bigger than a man,
Their chance of catching fire when hit by a flaming so models targeting it with a ranged attack get a +1
weapon is 1 point higher than normal (e.g. 4+ instead modifier to hit.
of 5+)
Top Speed: A warhorse can move up to triple its
Crushing Jaws: A thunderwolfs melee attack has a normal speed when running (but not when charging)
-2 armour save modifier. instead of just double.
M WS BS S T W I A Ld COST M WS BS S T W I A Ld COST
Knarloc 5 3 0 5 5 2 2 1 7 Giant Spider 6 3 1 3 4 1 4 1 6
Leather Hide: Knarlocs have a 6+ armour save. Chitinous Hide: Giant spiders have a 5+ armour save.
Large Target: A Knarloc is much bigger than a man, so Climb: Unlike other mounts, giant spiders are excellent
models targeting it with a ranged attack get a +1 climbers and can climb on any solid terrain.
modifier to hit.
Venomous Bite: A giant spiders melee attacks have
Trample: a Knarloc is so large it can crush men under the Poisoned weapon property.
its feet. When it runs, it can move over man-sized
enemy models (i.e. those on 25mm bases) with the Web Spitter: A giant spider has its own shooting attack
same effect as a vehicle running them over. that it can use in the shooting phase. The attack uses
the 6 flame template. Any model that is hit must pass
a Strength check or become webbed.
STARTING OUT
A newly hired Psyker only knows minor psychic powers. A Recruit knows one, a Regular knows two, and a Veteran
knows three minor powers. The powers are determined randomly by rolling a D6 for each power on one of the
minor powers tables. The three most psychically developed species (Orks, Humans and Eldar, not necessarily in
that order) each have their own minor powers table. A psyker of one of these species can choose to roll on the
minor powers table for his species or on the common minor powers table, and may mix and match if he wants.
Psykers of other species only have access to the common table. When generating minor powers for newly hired
psykers, you must re-roll duplicate powers. If you re-roll and get a duplicate a second time, you may choose any
other power from the same table instead. Note that there is an additional minor power table available to Psykers
who are followers of Chaos. Please see page 181 for details.
A newly hired psyker does not know any major powers. These can only be gained through advancement.
PSYKER ADVANCEMENT
When a Psyker is advancing and rolls any New Skill result he may choose to learn a new random minor power
instead of a skill. Note that the power is always random, even if the psyker would be allowed to choose his skill
freely. You can roll either on the minor powers table for his species (if applicable) or the common minor powers
table.
If you roll up a minor power that the psyker already knows, you may select any other minor power of your choice
from the same table or you may instead have the Psyker learn a random major power. Rolling a duplicate minor
power during advancement is the only way to gain major powers.
CHOOSING A DISCIPLINE
When the psyker learns his first major psychic power you must choose which of the six psychic disciplines he will
specialize in. These are Telepathy, Telekinesis, Augmentation, Divination, Conjuration and Illusion. All his major
powers will come from his one chosen discipline, and the decision cannot be reversed later, so choose carefully.
Roll a D6 on the chosen discipline table to determine which major power the psyker learns. Note that there are
additional disciplines available to Psykers who are followers of Chaos. Please see page 181 for details.
All further major powers that the psyker learns must come from the same discipline. If you roll a duplicate major
power, you may select any other major power from the same discipline.
A psyker is only allowed to pick a new discipline once he has learned all possible powers from his first discipline.
From then on, all further major powers he learns must come from his second chosen discipline until he learns all
the powers from that discipline. Then he can choose a third discipline, and so on.
CHOSEN OF TZEENTCH
This is a Chaos-specific Leader Career that also grants a ganger the use of psychic powers. Chosen of Tzeentch are
treated exactly the same as Psykers for the purposes of learning and using psychic powers. Any rule in this section
that applies to Psykers also applies to a Chosen of Tzeentch.
Some powers can be used instantly without affecting the rest of the psykers actions, while others require a whole
phase to use and prevent the psyker from doing anything else that phase. This will also be clearly described in the
description of each individual power.
A psychic test is a type of Leadership test, so you roll 2D6 and succeed of the total score is equal or less than the
Psykers Leadership value, but unlike other Leadership tests the psyker cannot use the gang leaders (or any other
models) Leadership when taking a Psychic test, nor can he benefit from Leadership bonuses from wargear items
unless they specifically state that they apply to Psychic tests. Only the psykers own skill and confidence matter. If
the test is successful, the psyker can use his power, otherwise he cannot use a power in that phase. In addition, if
the roll is a double 1 or double 6, the psyker suffers a Perils of the Warp attack as described on the next page.
Note that in the case of a double 1, the test still succeeds and the effects of the power are applied before moving
on to resolve the Perils of the Warp.
DISCIPLINE APTITUDES
Some species are more predisposed to certain disciplines than others, and they can also differ greatly in their raw
psychic potential. To represent this, a psyker might receive a bonus or penalty to his Leadership when taking a
psychic test depending on his species and the discipline he is trying to use, as shown on the table below.
Note that these modifiers only apply to major psychic powers. Minor psychic powers are unaffected.
Augmentation
Conjuration
Telekinesis
Divination
Telepathy
Illusion
Ork -1 +1 / -1 +1 /
Gretchin -1 +1 -1 / / +1
Human / / / / / /
Mutant +1 / +1 -1 / -1
Ratling +1 +1 -1 / -1 /
Squat +1 +1 -1 -1
Craftworld Eldar +1 -1 / +1 -1 /
Dark Eldar -1 / +1 / -1 +1
Tau -1 -1 -1 -1 -1 -1
Kroot -1 -1 +1 +1 / /
Space Marine -1 / +1 -1 +1 /
Chaos Space Marine -1 -1 / +1 +1 /
The Daemons take every opportunity to lash out at the mortal world, and careless psykers are a prime conduit for
their attacks. A psykers soul shines like a beacon in the Warp, especially when he is using his powers. Daemons
are drawn to it like moths to a flame and should the psykers concentration falter for but a moment, his soul might
be devoured instantly, or worse, be used as a conduit for a Daemon to enter the mortal realm.
When a psyker suffers a Perils of the Warp attack, roll 2D6 on the following table:
DAEMONIC BEHAVIOUR
A possessing Daemon does not normally take sides is a battle and simply tries to slaughter as many victims as
possible before its host body gives out. To represent this, a possessing Daemon acts in both players turns at the
end of each phase, but is controlled by the inactive player (after the player whose turn it is is done moving his
models in the movement phase, the other player moves the Daemon, and so on). Players should strive to cause as
much damage as possible to the opposing gang when controlling a Daemon.
Daemons can attack in both melee phases, so always resolve all combats involving a Daemon even if no models
from the active players gang are involved.
If a Daemon somehow becomes engaged with models from both sides (if it charges into an existing melee combat,
for example), then the gangers do not fight each other at all but combine their efforts against the greater threat.
Randomly determine the order in which they fight the Daemon. All gangers are considered allies for determining
combat bonuses for outnumbering a Daemon. This truce lasts until the Daemon is taken out of action. Fighting
resumes normally in the following melee phase.
4 Pyromania 4 Distraction
[used in psyker's shooting phase] [used at any time]
This power can be used instead of shooting with a This power can be used right before an enemy
weapon. If the power is successful, the psyker can model within 18" of the psyker takes an Initiative
make an attack using the small flamer template. test for any reason. If the power is successful,
Models under the template catch fire on a roll of that model suffers a -1 penalty to his Initiative
6+. Partially hit models can attempt an Initiative when taking that test.
test to avoid the effect, as usual.
5 Guide
5 Fear of Darkness [used in psyker's shooting phase]
[used at start of opponent's turn] This power can be used in the shooting phase
Nominate a fighter within 12" that is standing in and affects either the psyker or one other ganger
an area of low light. If the power is successful, the within 3". The power must be used before the
model must make a Break test immediately. model shoots. If successful, the model gains a +1
bonus to hit with his first shot in that phase.
6 Warp Sight
[used in psyker's shooting phase] 6 Fortune
If this power is successful, the psyker ignores any [used in any phase of either player's turn]
penalties to hit due to cover or low light if he tries If this power is successful, the psyker gains a 4+
to shoot an enemy model with psychic powers special save against the first wound he suffers
this turn. that phase. The power expires at the end of the
phase if the save goes unused.
This section explains everything you need to know to play a gang wholly or partially comprised of Chaos Cultists,
Heretics, Daemons and other sinister creatures. It contains additional options for your gangers, such as mutations
and other Chaos gifts, psychic powers, new careers that can only be chosen for Chaos followers and descriptions
and rules for items from the Chaos Armoury.
The second half of the section contains rules for Daemons, powerful creatures of Chaos that can be summoned by
reckless gangers to aid them in battle. However, the assistance of such creatures always comes at a great cost.
Khorne
Nurgle
Slaanesh
Tzeentch
Cultist and Chosen careers also require a ganger to be a follower of a specific Chaos god, as indicated in the careers name.
Dulled Senses: This ganger is immune to all special Lucky Break: You may re-roll any injury roll made for
psychology rules (fear, terror, stupidity, frenzy and this ganger. As always, the second roll stands even if
hatred) and never has to take break tests. it is worse.
Perfect Body: Ignore the normal characteristic value Snoop: You can check the value of any loot token or
maximums for this ganger. All of his characteristics other objective with a random value that is within 6
can be increased up to 10 through advancement. of this model at any time, even if held by an enemy.
Bonus Skill Types: Agility, Social Bonus Skill Types: Social, Survival
Favoured Child: This ganger must choose a patron Priority Target: All enemy fighters who can see this
god. He can choose to gain a random Gift of his god ganger must attempt to shoot him if able, unless he
whenever he would normally gain a new skill due to is already pinned, broken, down or in melee.
advancement (normally gangers can only gain a new Rabble Rouser: This ganger hates all enemy models.
Gift on a roll of double 1s or double 6s). All friendly gangers who start their turn within 6 of
Unwavering: If this ganger is hit by enemy fire but him also hate all enemy models until the start of
the wound roll fails, he does not become pinned. their next turn.
Bonus Skill Types: Ferocity, Social Bonus Skill Types: Ferocity, Stealth
OUTCAST PARIAH
RENEGADE TRAITOR
Flexible Morality: This ganger can choose whether Ambusher: This ganger can be deployed up to 12
he counts as a follower of Chaos or not at any given further onto the table as normal and can start the
moment, depending on which is more beneficial. game hidden and/or on overwatch.
Slip Away: This ganger can retreat from the battle at Sacrificial Lamb: Whenever this ganger is hit by a
the end of any player turn, even if he is engaged in ranged attack, you may have any friendly ganger
melee or down. Unless he was taken Out of Action within 2 be hit instead. This ability cannot be used if
he does not have to roll on the Serious Injury chart. the attack hit both models (like a flamer).
Bonus Skill Types: Survival, Techno Bonus Skill Types: Survival, Stealth
Penalties of taint
Followers of chaos suffer various penalties in their dealings with honest citizens:
-1 modifier to all rarity rolls when looking for items, except when shopping in the Chaos Armoury
-1 modifier on the status table and the outcome table at Da Polis Station if captured by the authorities
-1 modifier on the outcome table at a rogue mechanicus and renegade haemonculus
Roll 2D6. If the total result is less than the number of Chaos followers in the gang, one random untainted ganger
must pass a Leadership test or be corrupted and turn to Chaos. If the 2D6 result is double 1s, one random ganger
automatically falls to Chaos with no Leadership test possible to resist.
The loyalties of a gangs leader can greatly influence the rest of the gangers. If the gang leader is a follower of
Chaos himself, one additional random member must pass a Leadership test or be converted, regardless of the
2D6 result. If the gang leader is not a follower of Chaos, 3D6 must be rolled instead of 2D6 to see if any ganger
can be corrupted, and triple 1s are required to corrupt a ganger without a Leadership test.
If a Chaos follower is captured by a gang that does not include any Chaos followers, one random ganger must pass
a Leadership test or fall to Chaos. This happens unless the Chaos ganger is immediately ransomed back to his gang.
If an uncorrupted ganger is captured by a gang that includes any Chaos followers, he must pass a Leadership test
or fall to Chaos. This happens in any case the Chaos worshippers take the time to corrupt him no matter what.
Note that a ganger who falls to Chaos does not switch sides. He remains with his original gang, where he attempts
to spread the taint to his comrades.
FOLLOWERS OF CHAOS:
When any ganger who is a follower of Chaos rolls double 1s or double 6s on the advancement table he receives a
Chaos Gift instead of a new skill. There is no choice in the matter; you cannot turn down a present from the gods!
If the ganger has a patron god, he rolls on his gods Gift table. Otherwise he rolls on the Random Mutation table
below. Be warned, there are a few stinkers in there the dark gods like to play jokes on indecisive worshippers.
In the unlikely event that a follower of one of the gods already has all the Gifts of his patron, he is instead allowed
to choose any mutation from the Body, Head, Limb or Metabolic mutation table (worshippers that are so heavily
favoured are allowed to give their god some hints on which alteration they would like next!)
MUTANTS:
Every mutant starts with one random mutation generated using the table below. Every time a mutant gains a new
skill due to advancement, he can voluntarily elect to receive a new random mutation instead. Mutants who are
also followers of Chaos must also obey the rules for followers, above. If they roll double 1s or double 6s on the
advancement table, those rules take priority, so they receive a Gift of their patron god (if any) instead of having to
roll on the table below.
3 Bloodletting
[used at start of psyker's turn]
If this power is successful, all ranged and melee
attacks made by the psyker this turn gain the
Bleeding special property.
4 Intoxication
[used in either player's melee phase]
Nominate a living enemy model within 12" of the
psyker. If the power is successful, that model
suffers -1 WS until the end of the melee phase.
5 Misfortune
[used in psyker's shooting phase]
This power can be used instead of shooting with
a weapon. If the power is successful, the closest
enemy model in line of sight of the psyker must
take a Breakdown test (see page74) for any one
piece of equipment of your choice.
6 Dark Ritual
[used at start of psyker's turn]
If this power is successful, the psyker can draw a
Summoning Circle (see page 185) this turn for
free, with no need for a Summoning Kit. But if
the Psychic test for this power fails, the psyker
automatically becomes possessed by a Daemon
(see page 164)!
SUMMONING DAEMONS
Daemons cannot be bought or hired in the same way as other fighters. They are incorporeal spirits of the Warp
and must be summoned into reality by mortals in dark and forbidden rituals. What is more, the summoning can
only be performed during battle, as the heightened emotions and stress of the warriors help to lure in the foul
creatures.
To summon a Daemon, a ganger first needs to draw a summoning circle. This requires a number of costly and rare
reagents, such as specially prepared candles and incense, silver dust, the blood of innocents, and other similarly
exotic materials. Luckily, the enterprising merchants of Nu Ork can provide all the necessary materials as a handy
Summoning Kit available from the Chaos Armoury. Each kit holds enough reagents to draw a single Summoning
Circle. Unlike most items, Summoning Kits do not replenish automatically and must always be bought anew.
Drawing a Summoning Circle is a special action that lasts for a gangers entire turn. A ganger may not move, shoot
or fight in melee while he is drawing the Circle. The process is interrupted if the ganger becomes broken, pinned,
down, engaged in melee or otherwise distracted or incapacitated. In this case the Summoning Kit is not used up. If
the ganger is not interrupted until the end of his turn, place a 4 blast marker in base contact with him so that it
does not overlap with any models, walls or other obstacles. This is the Summoning Circle.
Once a Summoning Circle is placed, you may immediately deploy one Daemonic Herald or D3 Daemonic Beasts
onto the marker. The Daemons are deployed at the end of their turn, so they cannot act immediately. This gives
the enemy an opportunity to disrupt the summoning or dispatch the Daemons as they materialize, when they are
momentarily immobilized and vulnerable. The Daemons may act normally starting with their next turn.
Until a Daemon moves outside its Summoning Circle it cannot be charged or otherwise engaged in melee, but it
can be shot normally and does not benefit from any form of saving throw as it is not fully materialized yet at this
point. It is relatively easy to dispatch a Daemon before it becomes fully corporeal.
Another way to disrupt the summoning is by SUMMONING DISRUPTION TABLE
breaking up the Summoning Circle. This can D6 Result
have dire consequences for both the fighter 1 Oh, shi-! It is too late, the Daemons are already fully
disrupting the Circle and the summoner. A manifested. The Circle is removed and all the Daemons
fighter can disrupt a Summoning Circle simply inside immediately charge the fighter who disrupted
by moving into contact with it. Slightly ruffling the Circle.
up the intricate patterns of silver dust on the 2-3 Clumsy Kick. The ganger fails to disrupt the Summoning
floor with ones foot is all it takes. Roll on the Circle. Nothing happens.
Summoning Disruption table once for every 4-5 Fade Away. The Circle is broken before the Daemons
fighter who moves into contact with the Circle. fully materialize. Remove the Circle and the Daemons.
6 Rampage! The Daemons break free of the summoner's
If the summoning is not stopped, the Circle is will. The Circle is removed and all the Daemons inside
removed at the start of the Daemons' next turn immediately charge the fighter who summonet them.
and they can act normally as part of the gang From then on they behave as aggressive roaming
that summoned them from that point on. creatures.
Once summoned, Daemonic Beasts follow all the rules for Hunting Beasts (see page 151) and the ganger who
summoned them is treated as their Handler for all intents and purposes.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Beast 4 3 0 4 5 2 2 1 7 Fiend 6 4 0 4 4 2 5 1 7
Cloud of Flies: A Beast of Nurgle is surrounded by a Soporific Musk: Fiends excrete a pheromone that dulls
cloud of flies that gives it cover. It counts as having soft their opponents' reactions. Fields can voluntarily move
cover while out in the open. If it is actually in cover out of melee combat during their movement phase as
then the shooting penalty for cover is increased by 1. if their enemies were not even there.
Plague Carrier: If a Beast of Nurgle is engaged in melee Whip Tongue: Fiends have a tongue that can extend to
combat roll a D6 before resolving attacks. On a roll of 6 ridiculous lenghts and secretes a paralyzing toxin. If
all of its opponents become Poisoned. they inflict any hits on an opponent in melee then that
model also receives a poison token.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Flesh Hound 5 4 0 4 4 2 4 1 9 Screamer 6 3 0 4 4 2 3 1 7
Power From Pain: A Flesh Hound that takes an enemy Fly-By Attack: Screamers can make rake and sideswipe
fighter out of action in melee immediately recovers all attacks in the same way as vehicles. Resolve hits from
flesh wounds suffered during the course of the battle. these attacks using the Screamers base Strength of 4.
Psionic Resistance: A Flesh Hound of Khorne receives a Soaring: Screamers of Tzeentch follow the rules for
4+ special save against all enemy psychic powers that flying models (page 12). They can fly at their normal
affect it directly. This save can be taken against any movement speed. Unlike most other models,
type of direct effect, not just against wounds. Screamers may not opt to walk instead of flying.
While Heralds gain experience and advance at the same rate as other gangers, each type of Herald has its own
advancement table Daemons are never as flexible (in mind or body) as normal men and so their advancement is
somewhat more predictable, their aptitudes depending more on their patron god than their worldly experience.
If a Daemonic Herald is ever taken out of action during a battle, it is danger of phasing out of reality. If you roll
anything other than a Full Recovery on the serious injury table for the Herald, it dissolves and retreats back into
the warp to nurse its injuries. Any equipment it carried is returned to the gangs stockpile. It can be re-summoned
in any subsequent battle (requiring a new Summoning Kit, of course). Since a Daemon forms a new body every
time it is summoned, all its injuries are removed (this also means that a Daemon can never be treated by a Dok or
Haemonculus) but it keeps all its experience and advancements.
M WS BS S T W I A Ld M WS BS S T W I A Ld
Pink Horror 4 3 3 3 3 1 3 1 7 Daemonette 6 5 2 3 3 1 5 1 7
Flaming Aura: Roll a D6 every time a Pink Horror hits Rending Claws: A Daemonettes hands are a pair of
an opponent in melee and every time an opponent hits melee weapons with a -3 armour save modifier. She
the Pink Horror in melee. On a roll of 6 the opponent can also morph her hands into more human-like forms
catches fire. to use weapons and equipment.
Pink Horror Advancement: Pink Horrors use the table Daemonette Advancement: Daemonettes use the
below instead of the usual Advancement table. table below instead of the usual Advancement table.
D6 Advancement D6 Advancement
1 +1 Ballistic Skill 1 +1 Weapon Skill
2 +1 Initiative 2 +1 Initiative
3 +1 Leadership 3 +1 Movement
4 Random Shooting Skill 4 Random Combat Skill
5 Random Social Skill 5 Random Agility Skill
6 Random Stealth Skill 6 Random Social Skill
M WS BS S T W I A Ld M WS BS S T W I A Ld
Pink Horror 4 5 0 4 3 1 3 1 9 Daemonette 4 3 1 4 4 1 1 1 7
Power From Pain: A Bloodletter that takes an enemy Plague Carrier: If the Plaguebearer is engaged in melee
fighter out of action in melee immediately recovers all combat roll a D6 before resolving attacks. On a roll of 6
flesh wounds suffered during the course of the battle. all of its opponents become Poisoned.
Bloodletter Advancement: Bloodletters use the table Plaguebearer Advancement: Plaguebearers use the
below instead of the usual Advancement table. table below instead of the usual Advancement table.
D6 Advancement D6 Advancement
1 +1 Weapon Skill 1 +1 Weapon Skill
2 +1 Strength 2 +1 Toughness
3 +1 Attack 3 +1 Wound
4 Random Combat Skill 4 Random Combat Skill
5 Random Muscle Skill 5 Random Survival Skill
6 Random Ferocity Skill 6 Random Stealth Skill
M WS BS S T W I A Ld M WS BS S T W I A Ld
Pink Horror 4 3 0 4 3 1 4 1 5 Lesser Evil 3 2 2 2 2 1 3 1 5
Winged: Chaos Furies follow the rules for flying models Small Target: Lesser Evils make difficult targets for
(see page XX). They can fly at their normal movement shooting. They are classed as Small Targets and so any
speed. shooting targeting them has a -1 to hit penalty.
Chaos Fury Advancement: Chaos Furies use the table Lesser Evils Advancement: Lesser Evils use the table
below instead of the usual Advancement table. below instead of the usual Advancement table.
D6 Advancement D6 Advancement
1 +1 Weapon Skill 1 +1 Weapon Skill
2 +1 Leadership 2 +1 Ballistic Skill
3 +1 Movement 3 +1 Initiative
4 Random Agility Skill 4 Random Agility Skill
5 Random Combat Skill 5 Random Survival Skill
6 Random Ferocity Skill 6 Random Stealth Skill
Orks care little for bureaucracy and management, so apart from coordinating such These vagabond boyz,
assaults, the Ork leaders tend to meddle very little in the day-to-day life of their they are longing to stray
citizens. For the most part, they leave the city to run itself, and as a consequence Right through da
most of Nu Ork is more akin to a gigantic, lawless slum than a civilized city. very heart of it
This makes it attractive to people of other species who want to escape Nu Ork, Nu Ork
persecution or oppression, and many humans, Eldar and Tau flee to Nu Ork to
escape from the prejudices of their people. I wanna wake up
in dat city dat doesn't sleep
Nu Ork is a lawless place and so people tend to band together for safety and And find I'm nob of da hill,
mutual support. These range from small farming communities that grow fungi and boss of da heap
squiggly beasts to large guilds of artisans and craftmen who trade their wares in
downtown Nu Ork. But the most interesting to us are the roving gangs looking to My little waaagh blooz,
make a name for themselves by seeking fortune and fame in the abandoned they are zoggin away
outskirts of the city where few dare to tread. The void shield that protects the city I'm gonna make
from the cold vacuum of deep space is weaker here, and explorers risk explosure a brand nu start of it
to meteor strikes, solar radiation or momentary decompression. Dangerous beasts in old Nu Ork
and violent outlaws also prowl these parts in search of food and victims, but still
the gangs come. If I can make it dere,
I'll make it anywhere
It's up to you
Nu Ork, Nu Ork
Nu Ork, Nu Ork
Narrative Focus
Of course, every players goal is to crush all his opponents and prove that his gangers are the kings of the heap!
But Nu Ork campaigns offer something more than just a tactical exercise. The battles that your gangers fight, as
well as events that occur in between battles, can string together a sort of narrative. If you only care to look, you
can interpret the campaign as a story, a tale of your gang and the hardships they face on their path to glory. Some
players see a new bit of story in every die roll, coming up with their own expalantions of why random events have
gone a certain way. Some even create personalities for their fighters (or infer personality from patterns observed
during games; for example, a ganger who often has to take an Ammo roll on his first shot of the game and usually
fails can be seen as someone who tends to forget to reload his gun before battle) and might even make tactical
choices for their fighters accordingly (for example, giving fear-causing enemies a wide berth with a ganger who is
known to be a scairdy-cat, eventhough his Leadership isnt actually any worse than his comrades). Watching the
story unfold is at least half the fun, so dont get too caught up in the dice rolling! Just remember that bad dice can
happen to good people, and dont get too attached to your gangers.
The Arbitrator
While not strictly required, it is recommended that players appoint an Arbitrator. Usually this will be the person
who suggested staging a campaign in the first place. The Arbitrators job is to coordinate the campaign; he keeps
track of everybodys progress, makes sure that every player gets enough games in, and is an impartial judge for
resolving any disputes that come up. To insure that he remains impartial, the Arbitrator should not have a gang of
his own; he sacrifices his own chance to play in order to make the campaign more enjoyable for everybody else.
Some Arbitrators also tweak scenarios or other aspects of the campaign to benefit the underdogs and give them
more of a fighting chance.
Ceratain scenarios include civilian models, wandering beasts or other creatures not belonging to either player. If
the Arbitrator is present at the game, he can control those models and command them as he sees fit instead of
using their normal bahaviour rules.
House Rules
Gangs of Nu Ork is intended to be fun. If players think that they can have more fun by changing something in the
rules, or adding additional material, they should by all means do so. This is called house ruling (because these
changes only apply in a certain house, or venue of play). We suggest that any house rules should be agreed to by
everyone before a campaign begins if the rules change midway, they are likely to benefit some gangs and hinder
others, and players could feel that theyre being unjustly punished for the choices theyve made when creating
their gang.
Experience Awards
At the end of each battle, gangers gain experience points to represent their, well, experience! As they accumulate
experience points, gangers earn advancements as described on page 213.
Apply the following experience point awards to all gangers who participated in the battle, including those who got
taken out of action.
Most scenarios also include awards for completing scenario objectives, such as claiming loot tokens, activating
control panels, and the like. These awards are listed in specific scenarios where they apply.
Disbanding a gang
It might happen that due to a string of bad luck or excessively poor leadership a gang falls so far behind its rivals
that playing it becomes a chore for its owner and crushing it every battle is merely a formality for his opponents.
The point of the game is to have fun, and if a gang is no longer fun to play the owner can disband it and start over
with a brand new gang. This can be done after any battle. The player merely announces that his gang is no more
and creates a new gang from scratch following the rules on page 49. Nothing of the previous gang carries over.
If a group finds that this rule is being abused, for example if a player restarts his gang every time his rating drops
below the starting value, we suggest implementing a cumulative penalty of 50 teef to the starting value of each
successive gang (so a player would only have 950 teef to create his second gang, 900 for his third, and so on).
Around this time, Nu Ork drops out of the Warp near an inhabited planet ripe for plundering. The Ork warlords
invite the most prominent gangs of each city district to join in the raid, allowing them to prove themselves in real
combat. The gang with the highest rating in the current campaign receives one such invitation and hurries off to
the vast hangar bays of the drifting City-ship to board one of the many raiding vessels docked there. But their old
rivals have no intention of letting them go. Each of the other gangs stages an ambush along the road, each hoping
to be the last one standing and make it to the hangar bays in time to claim a place on the raiding ships. Every
gang has a reason to want to get onboard, either to participate in the raid, as the warlords intended, or to
commandeer the ship for their own purposes, whatever they may be.
When the campaign enters endgame mode normal battles can no longer be played. Instead, players will use a
special scenario to determine the final winner. All the gangs are arranged in order from the highest gang rating to
the lowest. The strongest gang must fight the second strongest gang in the Final Fight scenario, described below.
The winning gang goes on to fight the third strongest gang, and the winner of that fight goes on to fight the next
strongest gang, and so on in a chain all the way down to the weakest gang. The winner of the last battle is the
overall winner of the campaign! The entire string of battles happens in just one day, so the post-battle sequence
is adjusted appropriately. The serious injury and vehicle damage rolls are resolved as normal, as is advancement,
but there is no exploration, no going downtown, no shopping, no hiring new gangers! Captured gangers are left
behind as there is no time to rescue them, so treat all Captured results as casualties.
Each marker represents the general area where a booby trap might be located. When an enemy model passes
within 6" of a marker roll a D6 to see if he triggers the trap. The score needed is equal to how close the model
gets to the marker at the nearest point during his movement (for example if he passes within 5" you need a 5+, if
he passes within 3" you need a 3+, etc). The score needed can't get better than 2+ even if the model walks right
over the marker, as there is always a chance of a trap being faulty.
If the trap is triggered the model suffers a S3 hit that does not cause pinning and the trap marker is removed. If
the roll fails nothing happens and the trap remains in place ready for the next victim.
Control Panel
These are scenario elements that need to be activated in order to achieve some sort of effect. An unengaged
ganger may attempt to activate a control panel as a special action in his own shooting phase instead of shooting.
Roll a D6 and on a roll of 4+ the control panel is activated. Gangers with access to Techno skills succeed on a 3+
instead. What happens when a control panel is activated is described in individual scenarios.
Destructible Objective
These are scenario elements that must be destroyed to complete scenario objectives. A destructible objective can
be attacked in a similar manner as a vehicle. It has an armour value that needs to be penetrated to cause damage
by shooting attacks. It can also be attacked in melee, in which case an attacker automatically causes one point of
damage in each melee phase if he is not engaged with any enemy models. Most destructible objectives need to
be damaged more than once to be completely destroyed this will be noted in specific scenarios.
Demolitions
This is a special property of some weapons, usually powerful grenades. A ganger armed with such a weapon can
destroy a destructible objective or terrain element outright in a single melee phase. The ability has no effect at
range.
Loot Tokens
Loot tokens are objectives which gangers can pick up and carry. They can be represented by markers roughly
across. A ganger can pick up a loot token if he ends his movement in contact with one. Each ganger can only carry
one token at a time and cannot run while carrying one, but is otherwise not impaired and can shoot and fight in
melee normally. A loot token can be voluntarily dropped at any time and must be dropped if the ganger carrying
it fails a Break test. Loot token can also be placed in vehicles.
When a gang bottles out, each member that is carrying a token must pass a Leadership test or drop it. The gang
keeps all tokens that were not dropped. Tokens on mobile vehicles are claimed automatically there is no danger
of them falling out during retreat. The winners claim all the tokens they carry plus all unclaimed tokens, including
those dropped by the retreating enemies and those in immobile or crippled vehicles.
Each ganger who successfully recovers a loot token (i.e. anyone who is carrying one at the end of the game and
does not drop it if he bottles out) earns one point of experience.
Reserves
Some scenarios specify that one or both players must leave some of their fighters off table in Reserve, usually
when a gang is caught by surprise and some members are not ready to fight or are away for whatever reason
(spending their earnings from the last battle, probably). These fighters can eventually make their way to the
battlefield, hopefully in time to make a difference. When a player is allowed to start bringing in Reserves (this is
noted in individual scenarios) he can make one attempt at the start of each of his turns. He must declare how
many fighters he wishes to bring on that turn, then rolls a D6. If he rolls equal or over that number, he can bring
on that many models. They can be deployed anywhere on his table edge and can act normally from that point on.
If the die roll is under the desired number, then no models arrive this turn they are stuck in traffic or whatever.
Sentries
Some scenarios involve an attacking gang trying to sneak past an unwary defender to reach their objective. The
defending gang is not ready to fight and only has a few Sentries looking out for trouble while their friends are
resting, cleaning their weapons, out shopping or cavorting, or whatever. In these scenarios all of the defenders
fighters who start on the table as Sentries and behave as described below.
Until the alarm is sounded, Sentries cannot shoot nor do anything else other than move as described here. During
the defenders movement phase, both players roll off to see who can move each Sentry. Each player rolls a D6
and the one who scores higher can move the Sentry up to a number of inches equal to the difference in scores.
For example, if the attacker rolls a 5 and the defender rolls a 3, the attacker can move the Sentry 2. Sentries will
not move in a suicidal manner, like jumping off high ledges or into toxic pools. After moving each Sentry, roll a
Scatter die and turn him to face the direction indicated (on a HIT, he remains facing his direction of movement).
A Sentry will sound the alarm if he spots an enemy model and survives until the end of the turn (this gives the
attacker a chance to pounce on the Sentry and silence him!) Sentries have a chance to spot enemy models at the
end of every turn. A Sentry automatically spots models within his Initiative distance in inches. Spotting enemies
from further away requires a special check. This is resolved exactly as a shooting to hit roll except that Initiative
is used instead of Ballistic Skill. Line of sight is required and all the usual to hit modifiers apply, such as penalties
for cover and low light. Additionally, there is a -1 penalty to the roll for every full 6 of distance between the two
models. Unlike with shooting, hidden enemies can still be spotted, but there is an additional -1 modifier to the roll.
A Sentry will obviously sound the alarm if he is shot at or charged, but he must survive until the end of the turn to
do so. Even if he does not, the sound of fighting or gunfire can alert other defenders. At the end of each turn roll a
D6 for each attacker who fired a non-silenced weapon or who participated in melee that turn. If any dice score a 6
(for melee) or 4+ (for gunfire, including pistols used in melee) the alarm sounds automatically. Once that happens,
the Sentry rules cease to apply and the defenders can fight normally from then on.
KILLBOT RAT-SQUIG
1 1
2 2
3 3
4 4
5 5
M WS BS S T W I A Ld M WS BS S T W I A Ld
Killbot 5 2 2 3 4 1 3 1 8 Rat-squig 5 3 0 3 3 1 3 1 4
Floating: Killbots move by hovering as described in the Mushy Hide: Rat-squigs have a 6+ armour save.
Movement section of the battle rules (see page 11).
Pack Hunter: A rat-squig receives +1 WS for each other
Metal Plating: Killbots have a 5+ armour save. rat-squig in melee with the same opponent.
Weaponry: Killbots are armed with melee weapon with Small Target: Rat-squigs are small and fast and make
a -1 armour save modifier and a basic ranged weapon difficult targets for shooting. They are classed as Small
with the profile below: Targets and so any shooting targeting them has a -1 to
hit penalty.
To To
Short Long Save Ammo
hit hit Strength Damage
range range mod roll
short long
0-8 8-16 +1 - 4 1 - 4+
Deployment zones
Most scenarios allow players to choose either Corner or Edge deployment. These are the two basic, symmetrical
deployment options. A few scenarios require more specialized deployment zones, and this will be noted in their
descriptions. To save space on the scenario pages, all the possible deployment zones are shown here.
These illustrations assume a 4x4 table. If your table has different dimensions, the size of the deployment zones
should be adjusted to maintain the listed distance between opposing gangs deployment zones, if possible.
Corner Deployment
Edge Deployment
Ambush Deployment
Base Deployment
Scenario loosley based on Civil Unrest by Jason Abbott & Andy Hall, originally published in Necromunda Magazine #2.
Deployment The attackers can also win by opening all the crates. If
this happens, the defenders immediately bottle out as
If one players gang rating is at least 500 less than the
they no longer have anything to protect.
others, he chooses who will be the attacker and who
the defender. Otherwise both players roll a D6 and the Bottle Roll
one who scores highest may choose. Bottle rolls are taken as normal. Remember that a
The defender deploys all his fighters first. They can be fighter who is carrying a loot token when his side
placed anywhere on the table at least 10 away from bottles out must pass a Leadership test or drop the
any table edge. The attacker than chooses one table token.
edge and deploys all his models within 6 of that edge.
Reward
Scenario Special Rules If the defender wins he earns D6 teef for each crate
Crates: Before any models are deployed, the defender left unopened on the table and for each attacker taken
places 4+D3 crates anywhere on the table at least 6 out of action.
apart and no more than 4 above ground level. If the attackers bottle out the defenders can pocket
Defenders will not tamper with the crates in any way any loot tokens or swag from opened crates, claiming
but attackers can open them as a special action in their that the attackers made off with the goods. Defenders
shooting phase. When a crate is opened roll a D6 on will not mess with unopened crates, however.
the table below to determine what was inside:
Experience
D6 Contents - any ganger carrying a loot token or major swag at the
1 Booby Trap! Resolve a grenade blast centered end of the game earns 1 point of experience
on the ganger who opened the crate. That
ganger is hit automatically while anyone else
Scenario Variant
touched by the marker can take an Initiative It is recommended that beginning gangs play the basic
test to avoid being affected. Roll another D6 scenario as described above. If both gangs have a gang
to determine which type of grenade to use: rating of 1500 or more then roll a D6 and on a roll of 4+
1: Krak the variant below is used instead.
2-4: Frag
5: Choke Gas Variant 1: Do Not Taunt Contents
6: Flash Bang In this variant, crates can contain cryogenically frozen
2 Empty This crate was just a diversion. creatures.
3-5 Loot! The crate contains one loot token. It can
When opening a crate, on a roll of 1 instead of a booby
immediately be picked up by the ganger who
trap the crate contains D3 hostile rat-squigs (following
opened the crate.
the rules on page 195) that all immediately charge the
6 Jackpot! The crate contains one random item model who opened the crate.
from the Major Swag table on page 224. The
item must be recovered in the same way as a On a roll of 6, the crate contains a fresh Recruit ganger
loot token. Note that the item cannot be used of any species and career of the attackers choice. He
during the game as it needs to be inspected, does not take part in the fight but will join the winning
cleaned up, etc. gang as a full member once the battle is over.
Scenario loosley based on The Heist by Gav Thorpe and James Ball, originally published in Battles in the Underhive.
Note: As described on page 212, a player who has had a ganger captured by another players gang may force his
opponent to play this scenario. The scenario can also be played using a generic prisoner model (representing an
ally of the attacking gang) if the scenario is randomly rolled on the scenario table.
Both players must work their way through the following sequence in exactly the order given below. You do not
have to work through the entire sequence at once, as you may wish to consider further purchases, but any dice
rolls required must be observed by both players or a neutral third party. It is convenient to complete everything
up to Step 6 straight after the game. You can complete the shopping section later by yourself unless there are any
dice rolls required (for seeking out rare items or determining random costs, for example) and complete the rest
right before the next game in the presence of another player.
1. Determine the extent of damage to any vehicles that were crippled during the battle. Vehicles that were
immobilized might also be damaged, as explained on the next page.
2. Determine the extent of injuries for each ganger that was out of action at the end of the game. Gangers who
are down at the end of the game might also get permanently injured as explained on page 211.
3. Allocate Experience points for your gangers and make any Advance rolls. See the Experience section and
Scenarios for details about earning Experience points.
4. Resolve any attempts of gang members trying to usurp control of the gang as per page 217.
5. Decide how each ganger that did not have to roll on the Serious Injury chart will spend his time until the next
battle. Resolve each activity in full before moving on to the next. The options are as follows:
a. Explore Nu Ork. This is resolved for all exploring gangers simultaneously as described on page 218.
b. Go Downtown. This is resolved for one ganger at a time in any order you wish. Each ganger who goes
downtown can visit one armoury, shop, service or landmark.
6. Update your total gang rating and you are ready to fight again.
Each ganger that was not taken out of action during the game may either explore the city or go downtown.
Exploring Nu Ork - The ganger wanders around the less frequented sections of the city in search of unclaimed
scrap, ancient tek and the odd lost toof. This is one of the main ways of gathering income and new equipment
and is crucial for expanding your gang. Everyone who does not have other pressing business should go exploring!
Going Downtown - The ganger chances a visit at one of the many fine businesses comprising Nu Orks well-
developed service and retail industry. He can try to hire new fighters, buy equipment, get medical assistance, or
try his luck at one of the garages, workshops or temples in downtown Nu Ork.
Any vehicle that is crippled has to roll on the Vehicle Permanent Damage table. Any vehicle that was immobilised
during the game may become crippled and have to roll on the table, especially if it is abandoned by a gang that
bottles out. A vehicle that has no crew or driver at the end of the battle also counts as being immobilised.
Roll a D6 for each immobilised vehicle ar the end of the game. On a roll of a 1 the vehicle counts as crippled and
you must roll on the Vehicle Permanent Damage table, on a roll of a 2+ your gang successfully rescues the vehicle
before it is either stripped by an opposing gang or falls prey to the prowling bands of renegade grots, meaning it
will be repaired in time for the next game. If the gang owning the vehicle bottled out, their chances of recovering
the vehicle in time are lessened. In this case a D6 roll of 1-3 will mean the vehicle is crippled and takes permanent
damage; a roll of 4-6 means that it is rescued and repaired.
! Regardless of result, a ganger who had to roll on the Serious Injuries table can do nothing else in this
post-battle phase as he recuperates. He may not explore, go shopping or go downtown. !
CAPTURED BY RUFFIANS
The fighter regains consciousness to find himself held captive by an unknown group (not one of the player gangs
in the campaign.) Roll a D6 to determine the exact nature of the enemy group, which will also determine your
ganger's fate.
D6 Result
1 Genestealer Cult! Yeah this is bad. The captured ganger is either brainwashed and joins the cult or if he
proves too headstrong he is simply fed to the purestrains. Either way, he is gone forever along with all his
possessions.
2 Renegade Grots! If the captured ganger is a gretchin, he is released with no harm. If he is an Ork, he is
killed outright and is removed from your roster along with all his equipment. A ganger of any other species
will be stripped of all possessions and released somewhere amongst the ruins, naked and disoriented. The
ganger must miss your next battle while he finds his way back to the gangs hideout.
3 Elves in Black! If the captured ganger is an Eldar or any type, he will be forced to leave the city. He is
removed from your roster along with all his possessions. A ganger of any other species will be released
with his memory of the encounter scrubbed from his mind, but if he carried any items from the Eldar
armoury they will be confiscated by his captors.
4 Kroot Karnivores! If the ganger has at least one characteristic (apart from Leadership) at 6 or greater, the
Kroot will devour him in order to absorb his superior genes. Otherwise, he will be released with all
possessions intact.
5 Chaos Cultists! If the captured ganger is a Chaos Space Marine or has any Cultist career he is released with
no harm. Otherwise, the cult will attempt to convert him. He must take a Leadership test. If he fails, he is
converted and his career is changed to Cultist (he does not lose his existing skills.) If he succeeds at the
Leadership test, he tricks the cultists into trusting him but does not really convert. In either case he is free
to return to his gang to further spread the taint of Chaos.
6 Mad Dok Orkenstein! Your ganger is drugged and taken to the laboratory of the infamous mad scientist of
Nu Ork! Roll a D6 for each body part: head, torso, left arm, right arm, left leg, right leg. On a 4+ the Mad
Dok replaces that body part with a random Ork bionik! Roll on the appropriate bionik table from the
Visiting a Dok section of the rules. After the serjery, the ganger is released along with all his possessions
but permanently and irreversibly suffers -1 Leadership from the horrific ordeal.
STARTING EXPERIENCE
When gangers are recruited, some of them already have some experience. Unless noted otherwise, newly hired
Recruits have zero experience, Regulars have 8 experience and Veterans have 20 experience points. No extra
advances are gained for this experience. It simply represents the experience that the fighters have accumulated
before being hired by you and their advances are already incorporated into their improved characteristic profile.
Earning experience
The Experience points fighters earn depend on the
scenario. Different scenarios have different objectives Advancement Table
and consequently warriors can earn experience in
2D6 Result
slightly different ways. The Scenarios section includes
2-5 New Skill (random)
details of how many Experience points are earned for
Select one of the Skill groups that the ganger
each scenario.
has access to and roll a D6 on the appropriate
Extra Experience points are always added to a fighters chart to determine the skill the ganger gains.
total after the game is over, though it is a good idea to If you roll a skill that the ganger already has,
keep a record of the opponents your warrior puts out you may choose any other skill from the
of action during the battle, as this often affects the same group instead.
experience they gain. 6 Characteristic Increase. Roll again:
1-3 = +1 Strength;
If you look through the scenarios you will notice that 4-6 = +1 Attack
warriors always earn +1 Experience point for surviving 7 Characteristic Increase.
a battle. They earn this even if they are injured so Choose either +1 WS or +1 BS
long as they live to fight again! 8 Characteristic Increase. Roll again:
1-3 = +1 Initiative;
Experience advances 4-6 = +1 Leadership
As warriors earn more Experience points they are 9 Characteristic Increase. Roll again:
entitled to make Advancement rolls. The gang roster 1-3 = +1 Wound;
sheet shows how much experience a ganger must 4-6 = +1 Toughness
accumulate before making a further roll. When the 10-12 New Skill (chosen)
accumulated experience reaches a box that has thick Select one of the Skill groups that the ganger
has access to and pick any skill of your choice
borders, the ganger may make a 2D6 roll on the
from that group.
Advancement table.
Underdog Bonus
When a gang fights against an enemy gang with a higher rating, all its warriors earn extra Experience points as
shown on the table below. The higher the opposing gangs rating the more points the underdogs earn. They can
obviously learn fast if they manage to survive against a superior enemy!
Difference in Rating 0 - 50 51 - 125 126 - 225 226 - 350 351 - 500 501 +
Experience Bonus
none +1 +2 +3 +4 +5
(underdog wins)
Experience Bonus
none none +1 +2 +3 +4
(underdog loses)
WHO IS ELIGIBLE
Only certain types of gangers will ever attempt to usurp control. These are Orks, Dark Eldar, Space Marines and
followers of Chaos regardless of species. Other gangers are perfectly content with following their rightful leader.
Only gangers who were not taken out of action in the battle can attempt to usurp control, and only a single one
can make the attempt after each game the other pretenders observe his attempt and bide their time. If several
gangers are eligible to usurp control, the one with the most experience points will be the one to actually make the
attempt. In case of a tie in experience, randomly choose one pretender by rolling a die.
THE CHALLENGE
Once you determine who will try to usurp control of the gang, you must decide whether the current leader will try
to defend his position or give it up without a fight. If you choose the latter, then leadership of the gang is simply
transferred to the usurper. The former leaders base Leadership is reduced by -1 for his cowardly concession but
he is otherwise unharmed and continues on as a regular member of the gang.
If you do not want the current leader to lose his position then he will have to fight off the challenger in combat.
THE FIGHT
If the current leader accepts the pretenders challenge roll a D6 to determine the style of combat that the usurper
chooses. His preferences depend on his species, so each has a slightly different table:
D6 Ork D6 Dark Eldar D6 Space Marine D6 Chaos follower
1 A knife in the dark 1-3 A knife in the dark 1 A knife in the dark 1-2 A knife in the dark
2 High noon shootout 4 High noon shootout 2-3 High noon shootout 3 High noon shootout
3-5 Drunken fistfight 5 Drunken fistfight 4 Drunken fistfight 4 Drunken fistfight
6 Mortal combat 6 Mortal combat 5-6 Mortal combat 5-6 Mortal combat
The winner of the challenge assumes (or resumes) leadership of the gang and gains +1 experience point for his
victory. There are no hard feelings about fighting over leadership, so the loser is allowed to remain in the gang
with no penalty. If both fighters went down or out of action at the same time, the current leader stays in power.
Any fighter who goes out of action during a challenge must roll on the serious injury chart and cannot participate
in further post-battle activities, just as if he were taken out of action during the battle. A fighter who merely went
down recovers immediately and can continue the post-battle sequence normally.
Selling Loot
You can sell loot immediately after resolving your exploration roll. This does not require a ganger to give up any
other activity as it is assumed that the explorers can drop off loot at a pawn shop on their way home. You do not
have to sell all your loot immediately after the battle you may want to hoard it and sell it later, as selling loot in
smaller quantities will increase demand and raise the price. Unfortunately, the demands of running a gang often
mean that you will have to sell most of your loot as soon as you find it. The gang must spend a large portion of its
income on basic necessities such as food, drink, repair of weapons, and new ammunition, as well as celebrating!
The number indicated on the chart below is your profit in teef earned after deducting all the gangs maintenance
costs, depending on the amount of loot Number of models in your gang
you sell and the number of models in 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 25+
your gang. The profit is added to your 1 45 40 35 30 30 25 20 15 10
Amout of Loot sold
Roll once on each of the three charts below and apply the profile changes or special abilities to the weapon. All
results are cumulative. New weapon special abilities are described on the next page.
The base value of the weapon is 5 + the total sum rolled on the three dice.
1: Loses Draws 1: Two-handed 1: Poisoned
2: Wins Draws 2: Parry 2: Neural Shock
3: Set Defense 3: Unblockable 3: Skin Flayer
4: Force Shield 4: Phasing 4: Increase Damage to D3
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Fixed Strength 4 6: Increase strength by +1 6: Increase strength by +1
To Hit Save
Range Strength Damage Special
Modifier Modifier
Melee only - as user 1 - -
ARCHEOTEK PISTOL
Roll once on each of the three charts below and apply the profile changes or special abilities to the weapon. All
results are cumulative. New weapon special abilities are described on the next page.
The base value of the weapon is 10 + the total sum rolled on the three dice.
1: Soul Seeking 1: Penetrator 1: Poisoned
2: Add +1 to hit at short range 2: One Sustained Fire Die 2: Flaming (catch fire on 5+)
3: Improve ammo roll to 4+ 3: Phasing 3: Skin Flayer
4: Increase both ranges by +4 4: Increase both ranges by +4 4: Increase Damage to D3
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Increase strength by +1 6: Increase strength by +1 6: Increase strength by +1
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-6 6-12 +1 - 3 1 - 6+ Close combat
Roll once on each of the three charts below and apply the profile changes or special abilities to the weapon. All
results are cumulative. New weapon special abilities are described on the next page.
The base value of the weapon is 10 + the total sum rolled on the three dice.
1: Soul Seeking 1: Penetrator 1: Poisoned
2: Add +1 to hit at short range 2: One Sustained Fire Die 2: Flaming (catch fire on 5+)
3: Improve ammo roll to 4+ 3: Phasing 3: Skin Flayer
4: Increase both ranges by +4 4: Increase both ranges by +4 4: Increase Damage to D3
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Increase strength by +1 6: Increase strength by +1 6: Increase strength by +1
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 +1 - 3 1 - 6+ -
Roll once on each of the three charts below and apply the profile changes or special abilities to the weapon. All
results are cumulative. New weapon special abilities are described on the next page.
The base value of the weapon is 20 + the total sum rolled on the three dice.
1: Soul Seeking 1: 3 Blast 1: Poisoned
2: Add +1 to hit at short range 2: One Sustained Fire Die 2: Flaming (catch fire on 4+)
3: Improve ammo roll to 4+ 3: Penetrator 3: Remove -1 to hit at long range
4: Increase both ranges by +4 4: Increase both ranges by +4 4: Increase Damage to D3
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Increase strength by +1 6: Increase strength by +1 6: Increase strength by +1
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-12 12-24 - -1 4 1 -1 6+ -
Roll once on each of the three charts below and apply the profile changes or special abilities to the weapon. All
results are cumulative. New weapon special abilities are described on the next page.
The base value of the weapon is 40 + the total sum rolled on the three dice.
1: Soul Seeking 1: 4 Blast 1: Poisoned
2: Add +1 to hit at short range 2: One Sustained Fire Die 2: Flaming (catch fire on 4+)
3: Improve ammo roll to 4+ 3: Penetrator 3: Remove -1 to hit at short range
4: Increase both ranges by +8 4: Two Sustained Fire Dice 4: Increase Damage to D6
5: Increase save modifier by -1 5: Increase save modifier by -1 5: Increase save modifier by -1
6: Increase strength by +1 6: Increase strength by +1 6: Increase strength by +1
Short Long To Hit To Hit Save Ammo
Strength Damage Special
Range Range Short Long Modifier Roll
0-20 20-40 -1 - 5 D3 -2 6+ -
Random items of archeotek wargear are generated using the random swag tables on the next page. The main
advantage of archeotek wargear is that it often combines several different functions in one compact item. To
generate an archeotek item, roll once on the Epic Swag table, once on the Major Swag table and once on the
Minor Swag table. The archeotek counts all ALL the three items you rolled. Its size and shape is similar to the
largest swag item rolled and it incorporates the functions of the other two items by way of advanced technology.
No matter which Armouries the items rolled originally appear in, the combined item counts only as archeotek, so
all users regardless of species suffer the non-proficiency penalty until they learn how to handle the item. Armour
that is part of an archeotek item can only be worn by the species whose armoury the original item appears on.
Players are encouraged to come up with sensible explanations as to why and how an archeotek item functions the
way it does, and to create appropriate conversions for the items if they wish to use them in battle.
The basic cost of an archeotek wargear item is the cost of the most expensive component plus half the cost of the
other two components.
Example 1: A player rolls up a Kustom Mega Blasta, a Power Fist and Aspect Armour when generating archeotek.
He figures that his discovery is a suit of battle armour left over from the ancient Eldar Empire. The armour also
incorporates long-forgotten weapons that happen to have the same profile as a Mega Blasta and Power Fist.
Example 2: A player rolls up a Lascannon, Flip Belt and Pirate Hat. Quite a combination. Obviously the device is a
large beam weapon, whose gravitic stabilizer is powerful enough to double as a flip belt, and oddly enough the
weapon also incorporates a chemical injector that boosts the users confidence.
Each ganger going downtown can pick one location to visit. This can be one of the Armouries, the Menagerie, the
Employment Agency, the Motorpool, or one of the workshops, temples or other locations listed in this section.
When shopping for an existing gang during the post-battle sequence, each ganger who goes shopping may only
buy items from his own species Armoury. An Ork cant be sent shopping from the Eldar armoury, for example
(hed never live it down if one of his mates spotted him there!) The only exception to this is your gang leader. If
you send him shopping (well, technically he sends himself) he can go to any one Armoury of your choice. He
commands enough respect to not be ridiculed (openly) for buying foreign equipment. However, he must pay a
1D6 teef surcharge for each item he buys from a foreign Armoury as vendors are reluctant to hand over their
lovingly crafted items to ignorant aliens who will probably break them.
Note that carrying capacity limits for gangers do not apply when shopping. A ganger can bring any amount of new
purchases back to the gangs hideout (assume that the vendors have helper grots that help carry the swag). This
means that you only need to send one ganger to obtain all the new provisions you need from a single Armoury.
Rare items also have a random surcharge (one or more D6) that is added to their fixed cost when buying the item.
You determine this surcharge before committing to buy the item. It represents the extra persuasion needed to
make the seller part with his rare wares and is not part of the items value. When calculating an items base value
(when determining your gang rating or when selling an item, for example) the surcharge is ignored and only the
fixed cost is used.
Tech Aptitude: A Dark Eldar ganger only requires 3 battles instead of the usual 5 to learn how to use any item
from the Craftworld Eldar armoury without penalty, and vice versa.
Tech Aptitude: A Craftowrld Eldar ganger only requires 3 battles instead of the usual 5 to learn how to use any
item from the Dark Eldar armoury without penalty, and vice versa.
* Looking for Drones: When a ganger buys a new Drone Controller he may also purchase up to two drones of any
type without having to make rarity tests for them. Buying drones at a later time requires a rarity test, as normal.
Beasts are separated into Common and Rare beasts, just like Armoury items. A ganger can buy common beasts
freely but if he wishes to buy a rare beast he must pass a Rarity check. As soon as a ganger fails a rarity roll, his
beast-shopping is over until after the next battle.
Unlike rare items, each successful rarity roll allows you to buy any number of beasts of the same kind, as breeders
and trainers tend to work on a whole litter or pack of animals simultaneously. The random surcharge only applies
to the first beast bought. If you choose to buy additional beasts of the same kind you only have to pay their fixed
base cost.
Note that while it is possible for any ganger with access to the Riding skill type to buy any type of beast and bring
it to the gangs hideout, only gangers of specific species and careers can command some types of beast on the
battlefield, as detailed in the Warbeasts and Mounts section. If you do not have the appropriate ganger to use a
certain beast, the beast must be kept under lock in the gangs hideout and cannot be used in battles until you hire
a ganger capable of training it.
If you want to hire new gang members you must send one of your existing gangers to the Employment Agency.
Most gangers may only seek out new members of their own species. The only ganger who can hire new fighters of
a different species than his own is the gang leader, but the same cross-species surcharge applies as when creating
a new gang. There are a few exceptions: Orks may hire Gretchin, Humans may hire Mutants, Ratlings and Squats
and anyone can hire Kroot. The cost of hiring a new ganger is the same as when you are creating a new gang and
you may pick any career for your ganger except Leader careers.
A newly hired gang member cannot participate in the current post-battle sequence, so you may not hire someone
and immediately have him help with shopping, for example. New gangers can bring some of their own equipment.
This can be up to five common items of your choice that the ganger can use without a non-proficiency penalty. Of
course these items must be paid for separately.
Vehicle Size
One-man Two-man Small Transport Large Transport
Wheeled .. 45 Wheeled .. 55
Tracked .. 60 Tracked .... 70
Bike
All details on how the different vehicle types, sized and motive modes affect its performance can be found in the
vehicle section of the rules, starting on page 33.
LOSING TECHNICIANS
If you end up with insufficient Technicians to maintain all your vehicles for any reason (if they die or get turned
into Grotesques, for example), you cannot buy any additional vehicles. The vehicles you already own can still be
used, but all vehicles you field must take a Breakdown test (see page 74) at the start of each battle immediately
after deployment. A vehicle that fails its test becomes crippled.
INSTALLING UPGRADES
Upgrades can be installed by your own Technicians as described on page 145. Alternatively, you can have them
installed by the Meks at the Motorpool for a small additional fee, either at the time of purchase or during a later
post-battle phase. Installing an upgrade costs 10% of its base cost (discounting the random surcharge in the case
of rare upgrades) plus 2D6 teef. For example, installing an Electrified Hull, which has a base cost of 40 teef, will
set you back 4+2D6 teef. There is no chance of failure here, as the Meks are quite experienced with blinging out
all sorts of vehicles, but those upgrades marked as specific to onene species cannot be installed at the Motorpool,
instead they must be installed by your gangs Technicians.
Bodged Job
The Mekboy has bodged the job completely. Its a mess, held together with spit and string. However, the Mekboy
is far too proud to admit his mistake (no matter how hard you punch him). For now all you need to know is that
the vehicle or weapon is bodged. You dont get to find out the extent of the damage until you actually use the
vehicle/weapon in a game.
In the next game in which the vehicle/weapon is used roll on the relevant Bodge table either immediately before
you first move the vehicle or just before shooting the weapon. You never get to find out what horror has been
committed until you actually shoot the weapon or attempt to drive the vehicle in combat. Once you have fielded
the vehicle or weapon in a game the bodge is automatically sorted out by the Mek, leaving only an incurable
rattle as an ever-present reminder that the vehicle or weapon was ever bodged.
There are three kustom jobs available for ranged KOMPROMISIN PERFORMANCE TABLE
weapons. They can be made Shootier (+1 D6 Result
Strength), Longer Barrel (+D6"), or More Dakka 1 Ammo Guzzler. The Ammo roll for the weapon is
(Auto Fire). This enables a successful Gang reduced to auto. If an Ammo test is required then
Leader to equip himself and his followers with the gun is automatically rendered useless for the rest
superior weaponry as befits his improved status. of the game. If you should roll this result twice then
re-roll a different effect.
Each of the three kustom jobs can be applied to a 2 Difficult to Aim. The ganger can't move and shoot this
particular weapon only once without sacrificing weapon in the same turn. If this result is rolled again,
overall performance. The bonuses from multiples treat it as Bad Recoil instead.
of the same kustom job stack, but every time 3 Bad Recoil. All shots with the weapon are at a penalty
after the first that the same kustom job is applied of -1 to hit. Multiple results are cumulative.
to a weapon, its performance in another area is 4 Lightweight. The Strength of the weapon is reduced
reduced. Roll on the Kompromisin' Performance by -1. Multiple results are cumulative.
table to the right. 5 Sawn Off. The weapon's long range is reduced by D6"
to a maximum of 24". So, if the range is 36" it will be
If you roll a result that is the exact opposite of reduced to 24" automatically. This doesnt affect the
the kustom job you are currently applying, ignore short range of the weapon. Such penalties are
the result you got lucky this time and there is cumulative.
no tradeoff in performace! 6 Slowed Fire. If the weapon auto fired then it loses 1
Sustained Fire Die. If it fired with 1 Sustained Fire Die
Shootier ignore Lightweight it now fires only a single shot. If it fired single shots it
Longer Barrel ignore Sawn Off gains Slow Reload. If duplicate results reduce the rate
More Dakka ignore Slowed Fire of fire even more, then the weapon becomes utterly
useless and is discarded.
SHOOTIER
The Mekboy modifies the weapon, improving the design of its barrel, fitting it with superior ammunition or
tweaking it in some obscure manner. No Mekboy will reveal his secrets so theres no point in trying to get any
more details from him. A Shootier weapon gains +1 Strength. Make a note together with the characters other
details on your Gang Roster sheet.
LONGER BARREL
The Mekboy has improved the design of the weapon, boosting the velocity of its projectile, lightening the
ammunition, or using his secret knowledge to improve its range in some way. It is not wise to ask the Mekboy
exactly what he has done. He either wont tell you and grimaces in annoyance at your impudence for asking,
mumbles something vague about the essential vigour of the grutzfunkit, or hell wink knowingly and proclaim,
Tricks of da trade, Guv.
A Longer Barrel weapon gains +D3" to its short range and twice that distance to its long range. Make a note of it
together with the characters other details. Note that you only roll the bonus range once when the job is finished
and this establishes the weapons new short and long range.
MORE DAKKA
The weapon shoots faster, unleashing a hail of shots upon the enemy where previously it shot once. The Mekboy
modifies the weapon, improving the design of its magazine, fitting it with rapid ejectors or adapting it in some
clever fashion. Dont ask how just be grateful its turned out all right. A More Dakka weapon does not shoot
once but instead uses a Sustained Fire Die. If the weapon already uses a Sustained Fire Die then it now uses one
more.
If there is anything that dakka-obsessed Orks love more than firing a gun it is firing two guns. To facilitate this,
Mekboys often bolt two or more guns together, explaining to their customers: Yo zog I heard you like to shoot so
I put some dakka on your dakka so you can shoot while you shoot!
A kombinin job involves literally bolting, gluing, welding or duct taping two guns together and rebuilding the
trigger mechanism so that the wielder can choose to fire one gun or the other or even both at the same time!
Weapon Combination Combined Weapon Type You need to provide the Mek with both weapons that are
Pistol + Pistol Pistol to be combined. After the guns are joined together they
Basic + Basic Basic Weapon count as a single weapon for the purposes of carrying
Basic + Special Special Weapon capacity. Depending on the combination of weapons the
Special + Special Special Weapon type might also change, as stated in the table.
Basic + Heavy Heavy Weapon Combinations not given in the table are not possible (i.e.
Special + Heavy Heavy Weapon you can only combine a pistol with another pistol.)
KOMBI-WEAPON PROFILE
A kombi-weapon has the standard profiles of both its component weapons, but the ammo roll of each profile is
increased by one point (for example, a lasgun normally has a 2+ ammo roll but this is changed to 3+ if the lasgun
becomes part of a kombi-weapon). A weapon that normally has a 6+ ammo roll now automatically fails its ammo
rolls. This is because kombi-weapons typically use a smaller magazine or battery for each component in order to
keep the weight and bulk down, and they are more prone to jamming because of the modifications to the trigger
mechanisms.
USING A KOMBI-WEAPON
A ganger carrying a kombi-weapon can fire any one of its component weapons normally or he can fire both. If he
fire both, they must be fired at the same target and all rolls to hit suffer an additional -1 penalty because of the
increased recoil.
A kombi-weapon pistol does not count as two weapons in melee by itself, a fighter still needs another weapon to
claim the +1 Attack bonus for two weapons. When a fighter inflicts a hit with his pistol in melee you can choose
which profile to use to resolve the hit.
KUSTOMIZIN KOMBI-WEAPONS
The most unhinged flash gitz are not satisfied with a mere kombi-weapon. They take it back to the Mek again and
again, slowly kustomizing each part further until the weapon is an almost unrecognizable mess of barrels,
magazines, targeters, cables and batteries. These mighty but temperamental weapons are then referred to as
kustom kombi-weapons and are feared by their targets and users alike.
A ganger can take a kombi-weapon to a Mek to be kustomized as any other weapon, but the kustom job bonuses
and kompromized performance penalties are tracked for each component individually, which can be quite a
challenge in bookkeeping. Only one component can be kustomized during each visit at the Mek.
There are three kustom jobs available for KOMPROMISIN PERFORMANCE TABLE
vehicles. They can be made Faster (+D3 Thrust), D6 Result
Smarter (+1 Ld bonus on turns), or Heavier (+1 1 Weaker Engine. Maximum speed is reduced by D3".
Armour). This enables a successful Gang Leader Roll now to see how much it is reduced by.
to equip himself and his followers with superior If speed is reduced to 0 then the vehicles main
vehicles as befits his improved status. engines have been removed altogether and all
moves must be made using thrusters.
Each of the three kustom jobs can be applied to a 2 Wonky Suspension. The vehicle rocks violently as it
particular vehicle only once without sacrificing moves. All ranged attacks made by models on the
overall performance. The bonuses from multiples vehicle suffer a -1 penalty to hit.
of the same kustom job stack, but every time 3 Weakened Chassis. The vehicle suffers +1 extra
after the first that the same kustom job is applied damage in all rams, collisions, rakes and side swipes.
to a vehicle, its performance in another area is 4 Smaller Thrusters. The vehicles maximum thrust
reduced. Roll on the Kompromisin' Performance speed is reduced by D3". Roll now to see how much
table to the right. it is reduced by. If reduced to 0 then the thrusters
If you roll a result that is the exact opposite of have been removed altogether to improve the
the kustom job you are currently applying, ignore vehicles handlin.
the result you got lucky this time and there is 5 Dodgy Steering. Steering is affected making the
no tradeoff in performace! vehicle even harder to turn. The vehicle's driver gets
a -1 to Leadership when trying to swerve or turn.
Faster ignore Smaller Thrusters 6 Stripped Armour. The Mekboy has stripped away
Smarter ignore Dodgy Steering armour to make the vehicle lighter. All armour
Heavier ignore Stripped Armour values are reduced by -1.
FASTER
The Mekboy modifies the vehicles engines, improving the design of its fuel intakes, fitting it with superior fuel
injectors or tweaking it in some unfathomable manner. All Mekboys have their secret methods which they keep
to themselves dont ask what hes done or you might live to regret it!
A vehicle that goes faster gains D3" when it uses thrusters. Roll a D3 immediately to establish how much faster
the vehicle goes: 1", 2" or 3" further. The vehicles maximum thrust speed is increased by this bonus amount.
Note that you only roll once when the jobs finished and this establishes the vehicles new maximum thrust speed.
SMARTER
The Mekboy modifies the vehicles suspension (or gives it some!), adds lighter wheels, tunes the chassis, or fits a
decent set of tyres (nice wide ones, probably). Making a vehicle handle is one of the most closely guarded and
arcane of all Mekboy tricks.
A Smarter vehicle is easier to turn, especially at the edge where it matters. When a Leadership test is required to
turn the vehicle (or swerves to avoid a ram, collision, etc) you can now add +1 to the drivers Leadership value.
HEAVIER
The Mekboy replaces the vehicles armoured panels with thicker or stronger armoured plates. This isnt a difficult
job, but the heavier a vehicle is the slower it gets and the more unpredictable its handling becomes. A vehicle
which is Eavier gains +1 to its armour value on all locations.
When an injured fighter goes see a Dok he can ask for one of the following procedures listed below. Select the
desired serjery and then roll a D6 on the Outcome table above to see how the Dok copes with the task.
Once you have finished the game can you take the unfortunate warrior back to the Dok. The Dok will perform the
serjery originally asked for for free. Roll on the appropriate Jobs a Good Un table. While he is at it, the Dok will
sort out any effects the warrior suffered from the Dis is a New Technique result. The 'eksperiments' are cured
and do not affect the warrior any more.
Note that results 5 and 6 on the Bionik Legs table replace both legs oops! The Dok cuts off the other one too to
make room for the upgrade, even if it was perfectly healthy.
Any later injuries to a kustomised arm or leg affect the warrior as normal (the gubbinz get damaged.) The warrior
can visit the Dok again to try and get him to fix the bioniks, but you have to chance the entire random procedure
again. If the Dok successfully treats the kustomized limb again, roll a D6:
On a 1-3 he has fixed the ganger's original bionik part, removing the new injury.
On a 4-6 he has replaced the bionik entirely. The injury is removed but you have to roll on the Kustom Arm or Leg
table again to see what the warrior gets kustomized with this time.
If a Monowheel, Tracks or Wheels get replaced and you roll a new result that only replaces one leg, you get two
of the same bioniks, one for each leg. It is a sad day when you get your monowheel replaced by two peg legs...
To find out what the Doc has rebuilt the warriors kranium with, roll a D6 and consult the Rebuilt Kranium table.
A rebuilt kranium will fix all head injuries previously suffered by the ganger except 'Cool Scars' (see Bionik eye for
an exception). Any later injuries affect the fighter as usual until he comes in for another serjery. Note that if you
get a different rebuilt kranium it does not replace the old one as with arm and leg bioniks different ones stack.
A Dok's Surprise cures all chest wounds and old battle wounds previously suffered by the warrior. Any further
injuries affect the warrior as normal until he comes in for another serjery. Note that if you get a different Doks
surprise result it does not replace the old one as with arm and leg bioniks different ones stack.
Mindscrubbing
Remember that base characteristics cannot be reduced to 0 or less. Results that would do so are ignored.
If the procedure is successful the affected body part is healed of all injuries and all previous bionics, bioniks and
augmentations are lost. The limb (or limbs, in the case of removing a bionic that replaced both legs) is replaced
with a sophisticated bionic that fully mimics the functions of the original body part. Additionally, the bionic parts
are much harder to damage than soft flesh or even the ramshackle bioniks of Ork Doks. The patient receives a
special 4+ save against all further permanent injuries on that body part (if you roll an injury to a bionic body part
when making rolls on the serious injury table, take a saving throw; if successful, the injury is ignored and treated
as a Full Recovery instead).
The procedure costs 20+4D6 teef and adds 20 teef to Riding Beast Bionics
the base value of the beast, except if a weapon is
1 Powered Jaws. The beast is fitted with a melee
fitted in this case the full value of the weapon itself
weapon attached to its jaws, front limbs or whatever
(as listed in the Human Armoury) is added to the
body part it uses to attack. Its melee attacks are now
value of the beast, although you do not actually pay
resolved at +1 Strength and with an additional -1
the cost of the weapon.
armour save modifier.
2 Adrenaline Pack. The beast is fitted with a drug
If the handler who brought the beast in is anything
dispenser that can give it a boost in speed. The beast
other than human, Space Marine, Ratling or Squat,
gains an additional +2 of movement when it runs or
there is a -1 modifier to the roll.
charges.
3 Ammo Bags. The beast is fitted with bags that can
If the procedure is successful, roll once on the table
be filled with backup ammunition for the gang. The
approprite for the beast's type.
rider and any other friendly ganger in base contact
with the riding beast gains a +1 bonus on all ammo
A beast can have one of each upgrade. If you roll a
rolls. There is no benefit for weapons that fail ammo
duplicate, re-roll. If you roll a weapon upgrade again
rolls automatically.
you can instead opt to replace the existing weapon
4 Armour Plating. The beast is covered with thick
with a random new weapon instead of re-rolling the
armour plates that greatly increase its survivability at
result.
the cost of speed. It gains a 5+ armour save or its
existing save improves by 2 points, but its base
Movement characteristic is reduced by -1.
5 Armoured Saddle. The beasts saddle is fitted
with an armoured harness designed to protect the
rider. The armour save of the rider is increased by 1
point while mounted (or he receives a 6+ armour
save if he does not otherwise have any armour save
at all).
6 Refractor Field. The beast is fitted with a simple
force field generator that protects it and its rider. The
mount and the rider both receive a 6+ special save
against ranged attacks.
When an injured fighter goes to see a Haemonculus he can ask for one of the following procedures listed below.
Select the desired procedure and then roll a D6 on the Outcome table above to see how the Retired Haemonculus
handles your request.
Note that results 5 and 6 on the Leg Augmentation table replace both legs oops! The Haemonculus cuts off the
other one too to make room for the upgrade, even if it was perfectly healthy.
Any later injuries to an augmented body part affect the warrior as normal (the graft gets damaged.) The warrior
can visit the Haemonculus again to try and get him to fix the graft, but unfortunately there is no guarantee that
the Haemonculus will fix the existing graft he is just as likely to try something new.
If you're okay with a new augmentation, just roll again on the table and replace the old augmentation with the
new one. If you would rather have the existing augmentation fixed, the patient must pass a Leadership test to
convince the Hamonculus to repair his augmentation. If the test fails, the Hamonculus decided to try something
new after all and you must roll on the appropriate augmentations table. Of course, you might still get lucky and
roll the same thing! Such is the fickle nature of the Haemonculi...
Note that in the case when Spider Legs or a Hover Unit gets replaced and you roll a new result that normally only
replaces one leg, the other leg must also be replaced. If you roll Restoration for the first leg, it also applies to the
second leg. If you roll one of the other three results, then make another roll of D3+1 on the Leg Augmentation
table to see what happens with the other leg (Hamonculi aren't that keen on bodily symmetry and will be all too
happy to stick their patient with two different grafts!)
Massage Massage
The ganger is attended to by a skilled masseuse. The The ganger is "attended to" by a skilled "masseuse".
masseuse's deft hands dance over his muscles, greatly The "treatment" greatly boosts his self-esteem and
relieving physical pain and stress. This treatment confidence. This "treatment" costs 4D6 teef. Roll on
costs 2D6 teef. Roll on the table below. the table below.
Gangers who have taken an enemy out of action in Gangers who have poisoned an enemy in their last
melee in their last battle have a +1 bonus to the roll. battle have a +1 bonus to the roll.
Gangers who have charged a fear or terror causing Gangers who have used a psychic power in their last
enemy in their last battle have a +1 bonus to the roll. battle have a +1 bonus to the roll.
Orks (and a few Gretchin with an inflated opinion of themselves) gather at idols of Gork (or possibly Mork) to
show off their ardness, stompyness and general orkyness in the hopes of catching the gods eye and earning a
small boon for the battles ahead. This is done by challenging one of the champions of the shrine to single combat.
An Ork or Gretchin ganger who visits the idol must pick one of the champions listed below to be his opponent.
Weapons other than knives are not allowed, for this is a test of personal skill and luck, not wealth. Your opponent
or the Arbitrator (if present) should make the necessary dice rolls for the champion. The fighters start in base
contact with neither side counting as charging, and combat is fought until one fighter goes down or out of action.
If the challenging ganger wins, he receives a small bonus depending on the champion he defeated. If he loses, he
must roll on the serious injury chart theres no pulling punches under the gaze of the gods!
Skills: Sidestep, Thick Skull, True Grit Skills: Disarm, Sidestep, True Grit
Equipment: 2 Knives, Eavy Armour, Steel-toe Boots Equipment: 2 Knives, Blue Tattoos, Steel-toe Boots
Reward: All skills from the Muscle skill table for the Reward: All skills from the Stealth skill table for the
duration of the next battle duration of the next battle
MULTIPLE HITS
Some attacks, such as Rams, may inflict multiple points of damage. If this is the case resolve damage one point at
a time, rolling for location, armour penetration (if applicable) and effect for each point of damage separately.
Look up the result on the vehicle damage tables given on the next three pages. Each hit location has its own
armour value, which also depends on the size of the vehicle (bike, light, medium or heavy). The attacker rolls one
D6 and adds his weponss strength. If the result is equal or higher than the armour on the location hit, resolve
damage as instructed. This will usually require additional dice rolls. Note that damage from rams, rakes,
sideswipes, collisions and crashes automatically penetrates armour.
*A vehicles crew includes all the warriors on board except the driver. This means it does include any gunner,
passengers and even enemy warriors fighting in boarding actions.
The driver compartment has been hit! Roll a D6 to A randomly determined passenger other than the
determine the affect: driver is hit. Roll a D6 to determine the effect:
1: The driver is unharmed, the blast rocks him but he 1-3: Shrapnel. Roll a D6. If you roll over the number
maintains control. of crew on board nobody is hit. If you roll equal to or
2: The driver is violently jolted in his seat by the ram under the number if crew then a random crew
or blast. He must take a Leadership test. If failed the member suffers a S3 hit.
vehicle swerves. On a 12 (double six) result he is 4: As above, but the crewman hit is also thrown D3"
thrown clear out of the vehicle, place the driver D3" away from the vehicle in a random direction. He also
away from the vehicle in a random direction. He takes takes a hit for falling out of the vehicle.
a hit for falling out of the vehicle. 5-6: Ricochet. Roll a D6. If you roll over the number
3: The driver is caught by shrapnel and takes a S3 hit. of crew on board nobody is hit. If you roll equal to or
4-6: The driver is directly hit by the weapon. Resolve under the number if crew then a random crew
the hit using the weapon's strength, armour modifier, member is directly hit by the weapon. Resolve the hit
etc. In the case of a Ram, Crash or Collision he suffers using the weapon's strength, armour modifier, etc. In
a plain S3 hit intead. the case of a Ram, Crash or Collision he suffers a
If this hit causes the driver to become down, out of plain S3 hit intead.
action or pinned the vehicle will go out of control as
described in the movement section. If the vehicle has no crew, then the DRIVER is hit in
the case of bikes and the HULL is hit in the case of
any other vehicle.
One of the vehicles wheels has been hit. Roll a D6 to The vehicle's caterpillars or connected mechanisms
determine the affect: are hit. Roll a D6 to determine the effect:
1-2: Puncture. The vehicle's speed is reduced by 1" at 1-2: Ricochet. The attack rebounds harmlessly off the
slow speed, 2" at combat speed and 4" at fast speed. sturdy metal track plates.
3: Tyre burnt. The vehicle can only move at slow 3: Minor track damage. . The vehicle's speed is
speed. If that is its maximum speed anyway, re-roll. reduced by 1" at slow speed, 2" at combat speed and
4: Wheel buckled. The vehicle swerves. 4" at fast speed.
5: Wheel damaged. The vehicle swerves, then moves 4: Track jolted. The vehicle swerves.
D6" straight ahead and then spins. 5: Track links destroyed. Some of the links on one of
6: Wheel blown off (you're grinding metal!) The wheel the tracks are destroyed causing the vehicle to
is blasted clear off its mounting, causing the vehicle to constantly steer in one direction. From now on turns
swerve, then move D6" in a straight line and then roll. may only be made to the side that the track was
All models on board are thrown D6" in a random damaged (i.e. nearest the attack).
direction from where the vehicle stops and take a hit 6: Track destroyed. One of the tracks is cracked open
for falling off a vehicle. The vehicle is immibilized. and flies off causing the vehicle to swerve, then
move D6" in a straight line and then roll. All models
on board are thrown D6" in a random direction from
where the vehicle stops and take a hit for falling off a
vehicle. The vehicle is immibilized.
The vehicles fixed weapon has been hit! Roll a D6 to The main body of the vehicle is hit. Roll a D6 to
determine the affect: determine the effect:
1: Ammo feed damaged. The weapon must make an 1-2: Minor structural damage. The vehicle is intact,
ammo roll after each shot. the damage being only superficial. However, if your
2: Weapon barrel dented. The weapon now fires with vehicle is carrying any extra equipment you must roll
an additional -1 to hit penalty at all ranges. a D6 for each piece of equipment and on a 1-3 that
3: Ammo feed loose. The weapon cannot be fired item is broken and cannot be used for the rest of the
next turn while somebody reconnects the feed. battle.
4: Weapon mounting damaged. The weapon may now 3: Structure weakened. The vehicle's armour is
only be fired with an additional -2 to hit. reduced by -1 on all locations.
5: The weapon is hit and badly damaged; it may not 4: Suspension damaged. The vehicle swerves and its
be used for the rest of the game. maximum speed is reduced to slow from now on.
6: Magazine explodes! The gunner suffers a S4 hit and 5: Chassis twisted. The vehicle swerves, lurches D6"
the weapon may not be used for the rest of the game. forward and spins. AII models on board must pass an
Initiative test or be thrown D3" in a random direction
In the case of one-man vehicles, all results affecting away from the vehicle and take a hit for falling off.
the gunner affect the driver instead. 6: Chassis snapped. (You've broken the rear axle!)
The vehicle swerves, lurches D6" forward and rolls.
If the vehicle has no fixed weapon then CREW are hit All models on board are thrown D6" in a random
instead. direction from where the vehicle stops and take a hit
for falling off a vehicle. The vehicle is then crippled
and immobilised.
The vehicles engine or associated machinery has The main body of the bike has been hit! Roll a D6 to
been hit! Roll a D6 to determine the affect: determine the affect:
1: Fuel injector damaged. The vehicle must travel its 1: Throttle jammed open, next turn the bike must
full maximum move each turn. move its full distance.
2: Engine damaged. Reduce the vehicles maximum 2: Gears jammed. The bike's maximum speed is
speed by one category. Slow vehicles are unaffected. reduced by one category.
3: Thrusters busted. The vehicle can't use thrusters 3: Front forks twisted, the bike swerves and from
for the rest of the battle. If it has no thrusters, re-roll. now on every time you wish to make a turn roll a D6
4: Drive shaft broken. The vehicle is immobilised. and on a 1-3 the bike swerves instead.
5: Fuel pipe wrecked. The vehicle spins and is 4: Gear train damaged. The bike is immobilised.
immobilised. Roll a D6 at the start of each subsequent 5: Engine damaged, the bike spins and is
turn, on a roll of 6 the fuel tank explodes, as below. immobilised. All models on board are pinned.
6: The vehicle's fuel explodes! All models on board 6: Fuel tank explodes! All models on board are
are thrown D6" in a random direction from the thrown D6" in a random direction from the bike and
vehicle and take a hit for falling off a vehicle. The take a hit for falling off a vehicle. The bike is then
vehicle is then crippled and immobilised. crippled and immobilised.
The walkers legs, hydraulics or gyros have been hit! The walker's power plant has been hit. Roll a D6 to
Roll a D6 to determine the affect: determine the effect:
1: The shot passes harmlessly between the legs. Hah! 1: Control gate destroyed. The walker must travel its
In the case of a Ram, Crash or Collision, re-roll this. full maximum move each turn.
2: Knee servos damaged. The vehicle's speed is 2: Power regulator damaged. On a D6 roll of a 1 at
reduced by 1" at slow speed, 2" at combat speed and the start of each movement phase the vehicle moves
4" at fast speed. as if out of control for that turn only.
3: Hydraulic fluid leakage. On a D6 roll of a 1 at the 3: Flux capacitor damaged. The walker freezes up
start of each furn the vehicle may not move this turn. repeatedly. Roll a D6 each turn before moving, you
4: Seromotor destroyed. One of the walker's may only move if you roll a 4+
setromotors is broken causing the walker to move 4: Power conduit ruined. The vehicle is immobilised.
with a pronounced limp. The vehicle's maximum 5: Reactor cracked. Hazardouc chemical substances
speed is reduced by one category. spill out of the power plant. Every turn all models on
5: Actuators damaged. The vehicle swerves, lurches board must roll a D6. On a 1 they take a S3 hit.
D6" forward and swerves again. From now on, every 6: The power plant detonates! All models on board
time you wish to make a turn roll a D6 and on a 1-3 are thrown D6" in a random direction from the
the walker swerves instead. vehicle and take a hit for falling off a vehicle. The
6: One of the legs is twisted and the walker crashes to vehicle is then crippled and immobilised.
the ground. It is crippled and immobilised. Models on
board are pinned but otherwise unhamed.
The system holding the skimmer airborne is hit! Roll a The main forward drive of the skimmer is hit. Roll a
D6 to determine the effect: D6 to determine the effect:
1-2: The shot actually passes harmlessly underneath 1: Fuel injector damaged. The vehicle must travel its
the skimmer. Hah! In the case of a Ram, Crash or full maximum move each turn.
Collision, re-roll this. 2: Thrusters busted. The vehicle can't use thrusters
3: Wobble. The skimmer swerves. for the rest of the battle. If it has no thrusters, re-roll.
4: Directional sensors confused. The vehicle spins. 3: Fuel line leak. The vehicle's maximum speed is
5: Momentary lift failure. The skimmer scrapes along reduced by one category.
the ground for a nerve-wrecking moment and then 4: Asynchronous thrust damage. The vehicle swerves
lifts off again. It suffers a further D3 points of damage and moves D6" fowards before spinning.
to random locations as if from a Crash. 5: Control surfaces twisted. The skimmer swerves
6: Total lift failure! The skimmer plunges nose-first and from now on every time you wish to make a turn
into the dirt, immediately going into a roll. All models roll a D6 and on a 1-3 the skimmer swerves instead.
on board are thrown D6" in a random direction from 6: Detonation! The skimmer's fual tank explodes,
where the vehicle stops and take a hit for falling off a causing the vehicle to swerve, then move D6" in a
vehicle. The vehicle is crippled and immibilized. straight line and then roll. All models on board are
thrown D6" in a random direction from where the
vehicle stops and take a hit for falling off a vehicle.
The vehicle is crippled and immibilized.