Corpse Grinder Cults gang run by Lauw — full roster, loadouts and skills for quick reference at the table. Hand-copied from Munda Manager; re-copy after roster changes.
Created 14 Aug 2026 · Last updated 19 Aug 2026
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 4+ | 4 | 3 | 3 | 3 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 8 | 8 | 8 | 7 | Butcher (Leader) | 61 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Rotary flensing saw* | E | – | S+2 | -2 | 2 | Heavy, Melee, Shred (5+), Unwieldy |
Wargear: Refractor field
Skills: Fearsome, Inspiring
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 5+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 7 | 7 | 8 | 6 | Cutter (Champion) | 37 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Butcher’s cleaver (x2) | E | – | S | -1 | 1 | Melee, Parry |
Wargear: Corpse Grinder Cult Icon
Skills: Inspiring, Two-weapon Fighter
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 5+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 7 | 7 | 8 | 6 | Cutter (Champion) | 37 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Paired Butcher’s chain cleavers* | E | – | S+1 | -1 | 1 | Melee, Paired (2), Shred (5+) |
Skills: Inspiring, Rain of Blows
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 5+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 7 | 7 | 8 | 6 | Cutter (Champion) | 37 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Chain glaive* | E | – | S+1 | -1 | 2 | Heavy, Melee, Parry, Shred (6+), Unwieldy |
Skills: Berserker, Inspiring
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 6 | 6 | 7 | 6 | Skinner (Ganger, Specialist, Brawler) | 13 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Paired Butcher’s chain cleavers* | E | – | S+1 | -1 | 1 | Melee, Paired (2), Shred (5+) |
Skills: Berserker (free skill from the Brawler specialisation, Core Rulebook p.46)
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 5+ | 5+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 5 | 5 | 6 | 7 | Initiate (Prospect) | 1 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Boning sword | E | – | S | -2 | 1 | Melee, Parry |
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 5+ | 5+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|
| 5 | 5 | 6 | 7 | Initiate (Prospect) | 1 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Boning sword | E | – | S | -2 | 1 | Melee, Parry |
Only what this roster actually needs at the table — this gang's special rules, the Conditions its own skills trigger, and the Traits on its current loadouts. Round/action rules condensed from the community-made Necromunda 2026 Quick Reference Sheet (u/JP_miniatures); Trait/Condition wording matches this site's own Core Rulebook transcription.
Rage-filled Minds: +1 XP for taking an enemy Fighter Out of Action during an activation in which this Fighter performed a Charge action.
Corpse Grinder Cult Icon — Enrage (carried by Invocatus): While Active, all friendly Fighters completely within 6″ with a Ready marker who are Active add D3″ Movement until the End phase.
Fearsome (from Angron’s skill): If Angron is the target of a close combat attack, the attacker must first pass a Willpower check — if failed, set the attacker’s Weapon Skill to 6+ until Angron’s activation ends.
Frenzy (from the Berserker skill — Khârn and Skarbrand): While Active, if the Fighter starts their activation within M+6″ of an enemy and can complete a Charge against them, they must declare that Charge. While subject to this Condition, Attacks +1.
| Trait | Effect |
|---|---|
| Heavy | Melee: may not be selected as (or used alongside) a Secondary weapon. |
| Light | May be used as Primary or Secondary in close combat, but only one attack regardless of Attacks/skills/other traits. |
| Melee | Used for attacks while Engaged. |
| Paired (X) | Can’t be Secondary, and no Secondary may be used alongside it. As Primary, +X Attacks. |
| Parry | When used as Primary or Secondary in a fight, +1 Sv (doesn’t stack with a second Parry weapon). |
| Rapid Fire (X) | Roll up to X Firepower dice when shooting — more hits, at the risk of Out of Ammo/jamming. |
| Shred (X+) | On an X+ Wound roll, +1 Lethality for that attack. |
| Unwieldy | Initiative is set to 1 before modifiers when attacking in close combat. |
Universal rules, same for every gang.
1. Priority Phase: Ready all models with a marker; roll D6 for Priority (draw — whoever didn’t have it last round wins).
2. Action Phase: Starting with the player holding Priority, take turns activating models. Each activation gets 2 actions (1 if Suppressed).
3. End Phase: Bottle check if ≥1 model went Out of Action this round (Ld check vs your gang’s highest Ld; fail = remove 1 model, remove 2 if the roll was a 12). Check for Victory once a third of a gang is Out of Action. Resolve Reinforcements.
WS / BS / Sv: D6 ≥ characteristic.
Ld / Cl / Wil / Int: 2D6 ≤ characteristic.
Agility check: D6 ≥ 4.
Base contact: within 1″.
Coup de Grâce (Single): Against a Seriously Injured model within 1″; both roll D6 + Strength — if the attacker’s total is higher, the target goes Out of Action.
Treat Ally (Single): A Seriously Injured friendly model within 1″ immediately makes a Recovery test.
Move (Single): up to M″.
Dash (Double): up to M+I″.
Engage (Single): up to D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce.
Charge (Double): up to M+D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce, plus +1 Attack and +2 Initiative this activation.
Shoot (Single): Declare target in LoS → measure range → roll to Hit (≥BS, natural 6 always hits, 1 always fails; -1 if target Seriously Injured; random allocation if target is Engaged) → Suppress on a Hit → resolve Wound/Save/Damage.
Aimed Shot (Double): As Shoot, +1 to Hit.
Reload (Single): Clears Out of Ammo on a ranged weapon — Rapid Fire can trigger this on the Autopistols.
Fight (Double): Choose Primary (+Secondary if it has Melee/Light) → Attacks: Primary = Attacks characteristic (+1 if charged), Secondary = 1, other engaged models = 1 with Primary only → Initiative order (Unwieldy sets I to 1; +2 I if charged) → roll to Hit (≥WS, natural 6 always hits, 1 always fails; -1 if no LoS before charging/engaging, +1 if a friend is also engaged, -1 if a second enemy is also engaged) → resolve Wound/Save/Damage → consolidate up to I″ if all engaged enemies are down.
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