// Personal Gang Roster · AFF 2026 Campaign

Children of Khorne

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.

Gang Overview

OwnerLauw
TypeCorpse Grinder Cults
Rating910
Wealth1000
Credits90
Reputation1
Trade Points0
Gang Size7

Created 14 Aug 2026 · Last updated 19 Aug 2026

Fighters

Angron

255 Credits
MWSBSSTWIASv
5″3+4+433335+
LdClWilIntTypeXP
8887Butcher (Leader)61
WeaponSRLRStrAPLTraits
Rotary flensing saw*ES+2-22Heavy, Melee, Shred (5+), Unwieldy

Wargear: Refractor field

Skills: Fearsome, Inspiring

Invocatus

170 Credits
MWSBSSTWIASv
5″3+5+332325+
LdClWilIntTypeXP
7786Cutter (Champion)37
WeaponSRLRStrAPLTraits
Butcher’s cleaver (x2)ES-11Melee, Parry

Wargear: Corpse Grinder Cult Icon

Skills: Inspiring, Two-weapon Fighter

Skulltaker

135 Credits
MWSBSSTWIASv
5″3+5+332325+
LdClWilIntTypeXP
7786Cutter (Champion)37
WeaponSRLRStrAPLTraits
Paired Butcher’s chain cleavers*ES+1-11Melee, Paired (2), Shred (5+)

Skills: Inspiring, Rain of Blows

Khârn

130 Credits
MWSBSSTWIASv
5″3+5+332325+
LdClWilIntTypeXP
7786Cutter (Champion)37
WeaponSRLRStrAPLTraits
Chain glaive*ES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy

Skills: Berserker, Inspiring

Skarbrand

90 Credits
MWSBSSTWIASv
5″4+5+331416+
LdClWilIntTypeXP
6676Skinner (Ganger, Specialist, Brawler)13
WeaponSRLRStrAPLTraits
Paired Butcher’s chain cleavers*ES+1-11Melee, Paired (2), Shred (5+)

Skills: Berserker (free skill from the Brawler specialisation, Core Rulebook p.46)

First

65 Credits
MWSBSSTWIASv
5″5+5+331316+
LdClWilIntTypeXP
5567Initiate (Prospect)1
WeaponSRLRStrAPLTraits
Autopistol4″12″31Light, Rapid Fire (1)
Boning swordES-21Melee, Parry

Second

65 Credits
MWSBSSTWIASv
5″5+5+331316+
LdClWilIntTypeXP
5567Initiate (Prospect)1
WeaponSRLRStrAPLTraits
Autopistol4″12″31Light, Rapid Fire (1)
Boning swordES-21Melee, Parry

Quick Reference

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.

Gang Special Rules

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.

Conditions in Play

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.

Weapon Traits On This Roster
TraitEffect
HeavyMelee: may not be selected as (or used alongside) a Secondary weapon.
LightMay be used as Primary or Secondary in close combat, but only one attack regardless of Attacks/skills/other traits.
MeleeUsed for attacks while Engaged.
Paired (X)Can’t be Secondary, and no Secondary may be used alongside it. As Primary, +X Attacks.
ParryWhen 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.
UnwieldyInitiative is set to 1 before modifiers when attacking in close combat.

Game Flow at a Glance

Universal rules, same for every gang.

Round Structure

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.

Checks & Tests

WS / BS / Sv: D6 ≥ characteristic.

Ld / Cl / Wil / Int: 2D6 ≤ characteristic.

Agility check: D6 ≥ 4.

Base contact: within 1″.

Interactive Actions

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.

Movement Actions

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.

Shooting (First & Second only)

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.

Close Combat

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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