Campaigns, Territories, Battlefield Set-Up & Scenarios, Gang Tactics and Skills, transcribed from the scanned core rulebook pages for quick reference at the table. Switch to Source to view the original scans.
// Pages with no rules content (full-page art / chapter dividers), not transcribed: 54–55, 58, 61, 70–71, 80, 102–115, 119–120, 126–127, 134–138, 143
Looking for weapon, armour and equipment profiles? Trading Post & Equipment now has its own page.
// p.31–53
// p.34–36
// p.46
Specialist is a Fighter Subtype (see p.44–46). When a Specialist is added to the Gang Roster, they must select one of the following specialisations. Each specialisation grants the Fighter a free skill.
| Specialist Type | Free Skill |
|---|---|
| Heavy | Bulging Biceps |
| Gunner | Hip-shooting |
| Gunslinger | Gunfighter |
| Scout | Clamber |
| Sniper | Precision Shot |
| Brawler | Berserker |
| Medic | Medicate |
| Tech | Munitioneer |
// p.48–49
A model's Status is always either Active, Engaged, Suppressed or Seriously Injured/Damaged, but they may also be subject to one or more of the following Conditions. Some Conditions are common and apply often; others result from a specific weapon Trait or skill and are cross-referenced there instead of being duplicated here. A model may be subject to several Conditions at the same time.
// p.39, 51
Skill and weapon Trait text often calls for a named check or test against one of a model's characteristics — for example, a Willpower check or an Agility test. The dice mechanic depends on which characteristic is involved: Weapon Skill/Ballistic Skill tests use a single D6 needing to roll equal to or higher than the target; Leadership, Cool, Willpower and Intelligence checks use 2D6 needing to roll equal to or lower than the characteristic; every other characteristic (Strength, Initiative, etc.) uses a single D6 needing to roll equal to or lower. Agility Test and Recovery Test are special cases — see their entries below.
// p.56–69, 72–92
// p.56–57
Prior to any battle, several steps take place, in order. Some only apply during Campaign play and can be skipped in Skirmish play, as noted below.
Each round of Necromunda is split into three phases, resolved in order.
// p.62–65
Every named action a model can perform when activated. Some are restricted to Engaged models, Seriously Injured Fighters, or Seriously Damaged Vehicles — noted where relevant. There's no action whose base type is Free; Free is always a conversion applied to what would otherwise be a Single or Double action (for example, the follow-up Fight after a successful Charge).
// p.72–76
How a Shoot or Fight action actually resolves.
// p.77–79
| D66 | Result | Effect |
|---|
| D66 | Result | Effect |
|---|
// p.86–87
Following any battle, there are several important steps that need to take place, in the order shown, while both players are present.
// p.88–92
At the end of a Campaign Cycle, all gangs take the chance for a brief cessation of hostilities in order to tend to their wounded, work their Territories and acquire new models/equipment.
// p.95–101 — pages 102–115 are a gang photo showcase, no rules text
// p.118, 121–125, 128–133
Necromunda campaigns are based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for dominance in the underhive with the winner having a chance of claiming a Territory or seizing one from their opponent.
Territories are features of the underhive that are worth something to the gangs, be that a set of old ruins full of ancient scrap, a safe haven, or a tech bazaar selling all manner of STC technology. Each player starts with two Territories based on the campaign and the gang they are running. These are a Settlement Territory which they cannot lose and can never be Staked on the outcome of a battle, representing the gang’s hideout, and one generated randomly.
Possession of a Territory grants a gang that holds it a benefit called a Boon. Boons vary from income to equipment and even recruits for the gang that controls them.
The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, how good their Reputation is, and how many enemies they have taken down.
The Arbitrator: each campaign requires one of the players to take on the role of Arbitrator, keeping track of victories, offering guidance and controlling random events. Their responsibilities include:
The Gangs: each player needs a gang — any gang currently available in any of the Necromunda supplements, or those published in White Dwarf or on the Warhammer Community website.
Controlling Territories: each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession.
Sequences: a Necromunda campaign uses all of the standard rules for the Pre-battle, Post-battle and Post-cycle Sequences, including the gaining of XP and Advancements.
Winning: rather than a single winner, there are many Triumphs that a gang can achieve in a campaign. At the end of the last Campaign Cycle, the campaign is over. The Arbitrator then compares each gang’s total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players. The Gang Roster has a section where players can record the Triumphs and keep track of how they are progressing towards each one.
Setting up a campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and have been given their starting Territories. This is best done in a single evening or session, where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together.
Set Start and End Dates: a Necromunda campaign is typically divided into six Campaign Cycles, separated by a single Cycle of Downtime after the first three Cycles, meaning the campaign will last a total of seven Cycles. For ease, each Cycle is often set as a week. The Arbitrator determines the start date, the end date and when the Downtime Cycle will fall, then shares this with the players.
Determine the Territories: the Arbitrator builds the Territory table, used to generate the Territories for the players to fight over. Later supplements will add more options, allowing the Arbitrator to customise their campaign by changing which options are included in the Territory table.
Assigning Starting Territories: each player gains a Settlement Territory and an additional Territory generated by rolling on the Territories table. If a gang has a gang specific Territories table, they may choose to generate their starting Territory from this table instead, deciding before generating their Territory.
To generate the Territories for a campaign, the Arbitrator rolls a D66 on the Territory Selection Table below (note: the same Territory can be generated multiple times) until a number of Territories have been generated as shown below:
| Players | Territories Generated |
|---|---|
| 3 | 9 |
| 4 | 12 |
| 5 | 15 |
| 6 | 18 |
| 7 | 21 |
| 8 | 24 |
Territory Selection Table (D66):
| D66 | Territory |
|---|---|
| 11-12 | Bullet Den |
| 13-14 | Rogue Doc Shop |
| 15-16 | Mess Shack |
| 21-22 | Drinking Hole |
| 23-24 | Fence Hangout |
| 25-26 | Bounty Den |
| 31-32 | Generatorium |
| 33-34 | Corpse Farm |
| 35-36 | Tunnels |
| 41-42 | Tech Bazaar |
| 43-44 | Promethium Cache |
| 45-46 | Collapsed Dome |
| 51-52 | Bone Shrine |
| 53-54 | Mine Workings |
| 55-56 | Gambling Den |
| 61-62 | Synth Still |
| 63-64 | Old Ruins |
| 65-66 | Fighting Pit |
During a campaign, battles are fought on a challenge basis:
The gang that wins the battle takes control of the Territory (or retains control, as the case may be). If the battle results in a draw:
Scenario Selection: when a challenge is issued, roll on the Scenario Generation Tables to generate the scenario. For all scenarios, the player that issued the challenge is the attacker.
Running the Campaign: a Necromunda campaign is broken down into two main parts divided by a period of Downtime, allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three Cycles in which battles are played and victories are tallied. At the end of each Cycle, the effects of the players’ battles are applied to the campaign and gangs go through the Post-cycle Sequence.
A Necromunda campaign is divided into three phases, all of which run for a fixed length of real time:
1. Occupation Phase (3 Cycles): the first part of the campaign follows the gangs as they try to increase the number of Territories they control and grow their influence.
2. Downtime (1 Cycle): gangs have a chance to recover and regroup, taking the opportunity to re-equip. After their last battle of the Occupation phase, players get the chance to add some fresh models to their gang before the final push to the end of the campaign. All gangs gain 250 credits to spend on new equipment from their Gang Equipment List and/or to recruit new models during this cycle’s Post-cycle Sequence. These credits must be spent now and cannot be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash.
3. Takeover Phase (3 Cycles): the second part of the campaign sees gangs defend their Territories against their rivals, as well as capture those controlled by other gangs.
Once a campaign has finished, all players go through the Campaign Wrap-up together. This is where players review their successes and failures in the campaign, Triumphs are awarded and models/gangs prepared for future campaigns. The Campaign Wrap-up is split into three phases:
| Triumph | Criteria |
|---|---|
| Dominator | Most Territories at the end of the campaign. |
| Slaughterer | Most enemy models taken Out of Action across the whole campaign. |
| Creditor | Highest Wealth at the end of the campaign. |
| Warmonger | Most battles fought across the whole campaign. |
| Powerbroker | Highest Reputation at the end of the campaign. |
// p.125, 128–133 — what each Territory represents and the bonuses it grants the gang that holds it
This section gives an overview of what each Territory represents and details the bonuses the Territory grants to the gang that holds it. All gangs possess a Settlement Territory they cannot lose and which can never be Staked on the outcome of a battle. This represents the gang’s hideout.
Territory Boons: each Territory grants the gang that controls it a benefit called a Boon — income, an additional gang member, an increase in Reputation, a piece of useful equipment or a special rule. A gang receives the benefits of a Territory’s Boon so long as it holds that Territory; once lost to another gang, the Boon is lost.
Income: the gang adds the amount of credits shown to their Stash when generating income during the Post-cycle Sequence.
Recruit: some Territories grant gangs new models as recruits. These recruits incur no cost but do add to the Gang Rating and Wealth value. Others let the gang recruit models at a discount; these models still add their full cost to the Gang Rating and Wealth value. Any model recruited as a Boon remains with the gang even if the gang later loses the Territory.
Equipment: the gang adds the listed equipment type to its Stash. It is gained during the Collect Income step of the Post-cycle Sequence and may then be distributed to models as normal. Equipment gained this way is not lost if the Territory that granted it is lost.
Reputation: the gang’s Reputation is increased by the listed value as a direct result of ownership of that Territory. If they lose control of the Territory, the bonus is lost.
Special: the Boon grants a unique benefit to the gang that holds the Territory, following the rules listed in the relevant entry. If the Territory is ever lost then so is the benefit.
Gaining & Controlling Territories: each gang starts with a Settlement Territory and one other generated randomly. The only other way to gain a Territory is to win a battle where a Territory is the Stake.
Battlefield Effects: when a battle is being fought to try to take control of a Territory, the Territory itself may influence the battle. Any effects listed are applied to any battle in which this Territory is the Stake.
Income: the gang earns 15 credits from this Territory when collecting income.
Recruit: instead of gaining the Income Boon, the gang may choose to recruit a Fighter with the Ganger Subtype for 25 credits less than usual (minimum 0 credits).
Income: 15 credits when collecting income.
Recruit: instead of Income, if the gang has no Ammo-Jack, recruit one for 30 credits less than usual.
Battlefield — Plentiful Ammo: once per round each gang may perform a Reload action as a Free action.
Income: 15 credits when collecting income.
Recruit: instead of Income, if the gang has no Rogue Doc, recruit one for 30 credits less than usual.
Battlefield — Supplies Everywhere: when a Fighter offers assistance, add two Injury dice instead of one.
Income: 15 credits when collecting income.
Recruit: instead of Income, if the gang has no Slopper, recruit one for 30 credits less than usual.
Battlefield — Well Fed: all models increase their Leadership characteristic by 1.
Income: 15 credits when collecting income.
Recruit: instead of Income, if the gang has no Hive Watcher, recruit one for 30 credits less than usual.
Battlefield — Bar Brawl: no ranged weapons may be used during the first round.
Income: 15 credits when collecting income.
Recruit: instead of Income, if the gang has no Dome Runner, recruit one for 30 credits less than usual.
Battlefield — Scrapper’s Delight: gangs gain an additional D3x10 credits for completing their Side Job.
Income: 25 credits when collecting income.
Battlefield — Bounty Board: each player generates an additional Side Job.
Income: 15 credits when collecting income.
Reputation: while the gang controls this Territory, they increase their Reputation by 1.
Battlefield — Power Glow: the Visibility (X″) rule has no effect.
Income: 25 credits when collecting income.
Battlefield — Paid in Kind: gangs earn 10 credits for each enemy model they take Out of Action.
Income: 20 credits when collecting income.
Battlefield — Twisting Tunnels: the Tunnel Warfare rule is in effect.
Income: 15 credits when collecting income.
Special: while a gang controls this Territory, during each Post-cycle Sequence they generate an additional 1 TP and may always purchase items from the Trading Post.
Battlefield — Mind the Merchandise!: weapons with the Blast (3″/5″) and Template traits may not be used during the first round.
Income: 15 credits when collecting income.
Equipment: instead of gaining the Income Boon, the gang may add three hazard suits to their Stash for free.
Battlefield — Plentiful Promethium: for all weapons with the Blaze (X+) trait, increase the value of X by 1 (e.g. Blaze (5+) becomes Blaze (4+)).
Income: 20 credits when collecting income.
Battlefield — Dangerous Footing: if the result of an Agility test is a natural 1, the model making the test suffers an additional Str -, AP -, L1 Hit that automatically Wounds with no saves allowed.
Income: 25 credits when collecting income.
Battlefield — Revered Shrine: the defender places a marker within 6″ of the centre of the battlefield to represent the shrine. Fighters can earn XP from controlling the shrine as if it were an objective.
Income: 20 credits when collecting income.
Equipment: instead of Income, the gang may add two respirators to their Stash for free.
Battlefield — Mine Dust Clouds: the Visibility (18″) rule is in effect.
Income: 15 credits when collecting income.
Reputation: while the gang controls this Territory, they increase their Reputation by 1.
Battlefield — Fortune Favours the Bold: each player may re-roll one dice, once per player.
Income: 20 credits when collecting income.
Battlefield — Toxic Vats: increase the AP of all weapons with the Toxin (X+) trait by 1.
Income: 20 credits when collecting income.
Battlefield — Scattered Debris: models in a weapon’s Long Range and not in cover increase their Save characteristic by 1.
Income: 25 credits when collecting income.
Battlefield — Playing to the Crowd: models earn an additional 1 XP when they cause an enemy Fighter to become Seriously Injured/Damaged or taken Out of Action as the result of a close combat attack.
// p.139–147
Fighting for power and survival on Necromunda is a non-stop struggle for supremacy. Gangs battle through the claustrophobic warrens of the underhive and in the horrors of the badzones, each desperate to prove they are the top dog. The section that follows presents rules for setting up a battlefield to represent the underhive, along with tables to generate scenarios within Necromunda campaigns.
Underhive: the battlefields of the underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common is that they are fully enclosed, protected from the unpredictable and harsh weather of the wastes.
For Underhive battles, between a 3′x3′ and a 4′x4′ battlefield is ideal, although much larger or smaller battlefields are also possible. Starting with the defender, players alternate placing terrain features upon the battlefield. Once one player declines to place any terrain, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles, players alternate placing the tiles on the battlefield.
Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more obstacle.
Tunnel Warfare: when creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However, if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders cannot be used.
Random Selection (X): the player makes a deck of their Model Cards (excluding any models unable to take part). The deck may only contain one randomly selected Model Card for any models who have multiple Model Cards. The deck is shuffled and a number of Model Cards equal to X is dealt out as the starting crew.
Custom Selection (X): the player chooses their crew, selecting the Model Cards of the models they wish to use, equal to X. If any models have multiple Model Cards, the player chooses which equipment set the model will use. Models unable to take part may not be selected.
Hybrid Selection (X+Y): the player chooses a number of models equal to X to be part of their starting crew and sets their Model Cards aside (choosing load-outs for multi-card models; unavailable models may not be selected). The player then makes a deck of any remaining Model Cards (randomly determining which card is added for multi-card models; unavailable models excluded). The deck is shuffled and a number of Model Cards equal to Y is dealt out and added to their starting crew.
Reinforcements (X): if the Crew table says a gang has Reinforcements (X) available, all models not part of the starting crew and able to take part are shuffled together and a number of Model Cards equal to X are dealt out to form the Reinforcements deck (if a model has multiple Model Cards, randomly determine which one is added).
Deployment: the Deployment table section details where the deployment zones are for the battle. When deploying models, starting with the defender, players alternate placing a model in their deployment zone. If one player finishes deploying their starting crew while the other still has models to deploy, then all remaining models are deployed.
Visibility (X″): models cannot draw Line of Sight to targets more than X″ away unless the target is using a photo-lumen. Models using photo-lumens, photo-goggles or infra-sights extend this range by 9″ (these and similar effects do not stack).
Pitch Black: if both players wish to use the Pitch Black rules, roll on the table below after setting up the battlefield but before choosing deployment zones or deploying any models.
| D6 | Result |
|---|---|
| 1 | Full Night Cycle: the Visibility (3″) rule is in effect. |
| 2-3 | Near Night: the Visibility (6″) rule is in effect. |
| 4-5 | Near Day: the Visibility (12″) rule is in effect. |
| 6 | Full Day Cycle: the Visibility (24″) rule is in effect. |
No two battles in the underhive are ever the same, and rarely are they fair! When a challenge is made, the scenario is generated by rolling on each of the following four tables.
Deployment Table — the challenger rolls a D6 to generate the Deployment map:
| D6 | Deployment Zone |
|---|---|
| 1 | Sniping Range: winner of a roll-off chooses a battlefield edge, opponent takes the opposite edge. Both deployment zones are anywhere between their edge and 12″ from a line drawn horizontally through the centre of the battlefield. |
| 2 | Face Off: as above, but each deployment zone extends 9″ from the centre line. |
| 3 | Stand Off: as above, but each deployment zone extends 6″ from the centre line. |
| 4 | Ambush: the defender’s deployment zone is anywhere on the battlefield within 6″ of the centre. The attacker’s deployment zone is anywhere on the battlefield at least 12″ from the centre. |
| 5 | Free For All: winner of a roll-off chooses a battlefield quarter, opponent takes the opposite quarter. Each gang’s deployment zone is anywhere within their quarter at least 9″ from the centre. |
| 6 | Chance Encounter: winner of a roll-off chooses a corner; their deployment zone is anywhere within 9″ of that corner and the opposite corner. Their opponent’s zone is anywhere within 9″ of the other two corners. Starting gangs must be split as evenly as possible between each player’s two deployment zones. |
See the Source tab (pages 144–145) for the deployment zone diagrams.
Objective Table — the challenger rolls a D6 to determine each gang’s main objective. The reward for winning is determined by the campaign phase:
| D6 | Objective |
|---|---|
| 1 | King of the Hive: place a single objective in the centre of the battlefield, worth 1 VP each End phase it is controlled. First to 3 VP wins; if only one player has models on the battlefield they win; if neither does, it’s a draw. |
| 2 | Turf War: from round three onwards, if only one player has models who are not Seriously Injured/Damaged within 9″ of the centre during the End phase, they win. If only one player has models on the battlefield, they win; if neither does, it’s a draw. |
| 3 | Tunnel Clash: place an objective in the centre, then each player places one at least 6″ from any other objective and battlefield edge. Controlling two objectives scores 1 VP each End phase. First to 3 VP wins (draw conditions as above). |
| 4 | Object Lesson: each End phase, both gangs earn VP for enemy models taken Out of Action that round — 1 VP each, +1 if Leader/Champion/Brute, +1 if via Fight, Coup de Grâce or Sabotage. First to 10 VP wins (draw if both reach 10 or neither has models left). |
| 5 | Flank ’em: the attacker places an objective 6″ onto the battlefield from a chosen edge; the defender mirrors it on the opposite edge. Controlling both scores 1 VP each End phase. First to 3 VP wins (draw conditions as above). |
| 6 | Burn Them Out: starting with the defender, each player places three objectives in their opponent’s deployment zone (6″ apart where possible). Controlling an objective in the opponent’s zone scores 1 VP and removes it. First to 2 VP wins (draw if both reach 2 or neither has models left). |
Side Job Table — each player rolls a D6 to determine a Side Job they can complete for a payout:
| D6 | Side Job |
|---|---|
| 1 | Stitch ’em Up!: when performing a Coup de Grâce action, instead of a Strength roll-off you may plant evidence on the Seriously Injured model. Achieved if at least one enemy Fighter had evidence planted on them by the end of the battle. |
| 2 | The Package: after deployment, choose a deployed Fighter to carry the package. Achieved if, from round three’s End phase onward, that Fighter is in base contact with a battlefield edge in the opponent’s deployment zone. |
| 3 | Settle a Score: after deployment, randomly select an enemy model (not the Leader) as the target. Achieved if it is taken Out of Action or leaves the battlefield. |
| 4 | Crippling Strike: achieved if, during any End phase, at least half of the opponent’s models on the battlefield are Seriously Injured/Damaged or Engaged. |
| 5 | Spread Unrest: any Active non-Beast Fighter may perform the Graffiti (Double) action while within the opponent’s deployment zone (or within 6″ of the centre if they have none). Achieved if at least one Fighter did so. |
| 6 | Protect the Future: after deployment, randomly select a deployed Prospect to protect (a Ganger if no Prospects; re-roll the Side Job if no Gangers either). Achieved if the selected Fighter is still on the battlefield at the end of the battle. |
Crew Table — the challenged player rolls a D6 to determine how each gang selects their starting crew:
| D6 | Crew |
|---|---|
| 1 | Escalating Engagement: both gangs use Hybrid (3+D3) selection. Both gangs use Reinforcements (5) with D3 Reinforcements arriving each round starting from the first. |
| 2 | Hold Nothing Back!: both gangs use Custom (10) selection. |
| 3 | Patrol: both gangs use Hybrid (3+4) selection. |
| 4 | Surprise Attack: the attacker uses Hybrid (4+4) selection. The defender uses Custom (3) selection with Reinforcements (7), D3 Reinforcements arriving each round starting from the first. |
| 5 | Strike Force: both gangs use Custom (5) selection. |
| 6 | Scouting Force: both gangs use Hybrid (D3+5) selection. |
// p.148–149
As a gang develops and increases in power it will grow in skill, utilising more advanced tactics to level the playing field when they are outmatched. These are covered in Necromunda battles by Gang Tactics.
Using Gang Tactics: during the Pre-battle Sequence, each gang selects which Gang Tactic(s) they will have access to during the battle. Each Gang Tactic lists when it can be used and what effect it has upon the battle (note: each gang may only use each Gang Tactic once per battle).
Generating Gang Tactics: a gang adds a number of Gang Tactics to their Gang Roster each time they add a Leader or Champion to their Gang Roster or a Fighter performs the Develop Tactics Post-cycle Action:
| Trigger | Gang Tactics Generated |
|---|---|
| Leader added to Gang Roster | 2 |
| Champion added to Gang Roster (incl. Ganger promoted) | 1 |
| Develop Tactics Post-cycle Action performed | 1 |
Whenever a Gang Tactic is added to the Gang Roster, roll a D66 and consult the Core Gang Tactics table below. If a Gang Tactic is generated that the gang already has, re-roll the dice.
| D66 | Name | Timing | Effect |
|---|---|---|---|
| 11-12 | Point-blank Shot | Friendly Fighter activates, before performing any actions. | Select one of the Fighter’s weapons without the Heavy or Blast (3″/5″) trait. For this activation, it gains the Light trait. |
| 13-14 | Hidden Stash | Friendly Fighter activates, before performing any actions. | During this activation, the Fighter may perform the Reload action as a Free action. |
| 15-16 | Suppressing Fire | After a friendly Fighter resolves a ranged attack. | The target is Suppressed regardless of whether the attack hits. Skills cannot prevent this. |
| 21-22 | Burst of Courage | Before taking a Bottle check. | The Bottle check is automatically passed, no roll needed. |
| 23-24 | Adrenaline Surge | Friendly Fighter activates, before performing any actions. | The Fighter may perform one additional action during this activation. |
| 25-26 | Desperate Effort | When it is your turn to choose a Fighter to activate. | Activate a friendly Fighter as though Ready. At the end of their activation they become Suppressed and suffer an automatic Str -, AP -, L1 Hit that Wounds and cannot be saved. |
| 31-32 | Grenade Bouquet | Friendly Fighter performs a ranged attack with a Blast (3″/5″) grenade, before rolling to hit. | Resolves three separate ranged attacks all targeting the same model; all automatically scatter. Afterwards, the weapon runs Out of Ammo. |
| 33-34 | Quick Finish | Friendly Fighter activates, before performing any actions. | The Fighter may perform a Coup de Grâce action as a Free action. |
| 35-36 | Remorseless Killer | Friendly Fighter performs a Coup de Grâce action, before rolling any dice. | The enemy Fighter automatically goes Out of Action, no roll needed. |
| 41-42 | Last Gasp | Friendly Fighter is taken Out of Action, before removal. | The Fighter may immediately perform a Shoot or Fight action regardless of Status, then is removed. |
| 43-44 | Thundering Charge | Friendly Fighter declares a Charge action, before rolling distance. | Roll two D6 instead of one, and choose which to add to the Fighter’s Movement. |
| 45-46 | Chain Attack | Friendly Fighter has resolved a Fight action and is no longer Engaged. | The Fighter may immediately perform a Charge action as a Free action, even if already charged this activation, moving D6+2″ instead of the normal distance. |
| 51-52 | Opening Volley | Start of the first round, before the first Priority roll. | A friendly Fighter may immediately perform a Shoot action without removing their Ready marker. |
| 53-54 | “You!” | Friendly Fighter activates, before performing any actions. | Select an enemy Fighter: +1 to Wound rolls against them for the rest of the battle, and while they remain on the battlefield the activating Fighter’s targeted actions must target them. |
| 55-56 | Rapid Healing | Friendly Fighter activates, before performing any actions. | The Fighter immediately regains a Wound lost earlier in the battle. |
| 61-62 | Reckless Attack | Friendly Fighter activates, before performing any actions. | +1 Weapon Skill for the duration of the activation; until their next activation, enemies are treated as WS 2+ when targeting the Fighter. |
| 63-64 | Rapid Fire | Friendly Fighter activates, before performing any actions. | For the duration of the activation, the Fighter may perform the Shoot action as a Free action. |
| 65-66 | Crossfire | Friendly Fighter activates, before performing any actions. | If the Fighter makes a ranged attack against a Fighter already targeted this round by another friendly Fighter, the attack automatically hits (a Hit roll is still made for weapon traits). |
// p.150–153
The full list of skills available to models, split into six Skill Sets. Each entry lists the skill by name and then its rules; each skill also states which models may use it. To randomly generate a skill, roll a D6 on the summary table below (re-roll if the skill cannot be used by the model, or the model already has it).
| D6 | Agility | Brawn | Combat |
|---|---|---|---|
| 1 | Catfall | Bull Charge | Berserker |
| 2 | Clamber | Bulging Biceps | Combat Master |
| 3 | Dodge | Fearsome | Headbutt |
| 4 | Mighty Leap | Iron Jaw | Heavy Blows |
| 5 | Spring Up | Nerves of Steel | Rain of Blows |
| 6 | Sprint | Unstoppable | Two-weapon Fighter |
| D6 | Cunning | Savant | Shooting |
|---|---|---|---|
| 1 | Backstab | Connected | Fast Shot |
| 2 | Counter-attack | Fast Reload | Gunfighter |
| 3 | Cut-throat | Iron Will | Hip-shooting |
| 4 | Infiltrate | Medicate | Marksman |
| 5 | Lie Low | Mentor | Precision Shot |
| 6 | Overwatch | Munitioneer | Sharpshooter |
Hit & Run (Fighter or Vehicle): after a model with this skill has completed a Fight action, they may always consolidate even if still Engaged. During this consolidation they may move within 1″ of enemy models, but must end at least 1″ away from enemy models.
Inspiring (Fighter only): a Fighter with this skill may perform the Group Activation action as a Free action.
Juggernaut (Fighter or Vehicle): when a model with this skill is hit by a ranged attack, they are only Suppressed if they either lose a Wound or an Injury dice is rolled and applied to them.