Necromunda Gangs: Cawdor

Homebrew by Aionexron1441

House Cawdor (also called the House of Redemption or House of Faith) is one of the six major Clan Houses on Necromunda's Hive Primus, known for its rigid adherence to the Cult of the Redemption. A horde of zaelots and scavengers from the poorest depths of the underhive led by opportunists and exiles from the imperial cult.

100% positive
Composition

A CAWDOR KillTeam is composed of:

  • 1 CAWDOR LEADER operative selected from the following list:

    • FIREBAND equipped with one of the following options:
      • Flamer
      • Heavy Crossbow
    • DEACON equipped with one of the following options:
      • Fire Pike
      • Grenade Launcher
  • 9 CAWDOR operatives selected from the following list:

  • SCAV BRETHREN equipped with one of the following options:

    • Reclaimed Autopistol
    • Long Rifle*
    • Blunderbuss**
  • REDEMPTIONIST BRETHREN equipped with one of the following options:

    • Autopistol
    • Hand Flamer**
    • Shotgun**
  • BONEPICKER

  • ZEALOT

  • 2 CAWDOR HIRED ARM operatives selected from the following list:

    • STIG-SHAMBLER
    • FLAGELLATOR
    • CHERUB-SERVITOR

Other than SCAV BRETHREN, REDEMPTIONIST BRETHREN, BONEPICKER, ZEALOT and CHERUB-SERVITOR, your kill team can only include each operative on these lists once.

Your kill team can include up to five combined SCAV BRETHREN and REDEMPTIONIST BRETHREN, ten combined BONEPICKER and ZEALOT and two CHERUB-SERVITOR operatives.

BONEPICKER, ZEALOT and CHERUB-SERVITOR each counts as half a selection. STIG-SHAMBLER counts as two selections.

*You cannot select this option more than once.

**You cannot select this option more than twice.

Common Abilities and Options

*Blaze:
If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it. Then that operative’s controlling player selects one of the following:

• Roll a 1D6: on 3+, remove that token.

• Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.

Mass Hysteria:
Whenever a CAWDOR operative (except STIG-SHAMBLER and CHERUB-SERVITOR) is incapacitated and removed from the killzone, select every other friendly CAWDOR operative (if any) (excluding LEADER and HIRED ARM) within 3 inches of that operative to change its order to Engage (if possible) and immediately perform a Charge (up to 3 inches only) or Dash action toward the nearest enemy operative (for the latter, move it the full 3 inches in one direction as much as possible).

Zealots And Lurkers:
Whenever an Atk dice inflicts 4 or more Dmg on a friendly CAWDOR DEACON, REDEMPTIONIST BRETHREN or ZAELOT operative, it inflicts 1 less damage.

Whenever a friendly CAWDOR FIREBAND, SCAV BRETHREN or BONEPICKER operative is within 1 inch of a heavy terrain, it can perform a Charge action while it has a Conceal order. That friendly operative cannot use this rule while it is visible to and within 3 inches of an enemy operative.

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly BONEPICKER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

FIREBAND
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Tor 2", *Blaze)
4
2+
3/3
Heavy Crossbow
Frag Bolt (Hvy(Dash), Blast 2")
4
3+
2/4
Krak Bolt (Hvy(Dash), Prc1)
4
3+
4/5
Chainglaive (Rending)
4
3+
4/5
Abilities
*BlazeLord Of RatsMass HysteriaZealots And Lurkers

Lord Of Rats: - STRATEGIC GAMBIT if this operative is in the killzone. Select a friendly BONEPICKER or ZEALOT visible to and within 6 inches of this operative. Whenever a friendly CAWDOR operative is activated within 3 inches of that operative, add 1 to its APL stat until the end of its next activation.

  • Once per battle, this operative can do 2 Acts of Faith (instead of 1) if ACTS OF FAITH strategy ploy was selected for the turning point.
NNECROMUNDA GANGS, CAWDOR, GANG, LEADER, FIREBAND; 28
DEACON
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Fire Pike (Rng 8", Saturate, Tor 2", *Blaze)
5
3+
3/3
Grenade Launcher
Frag (Hvy(Repos), Blast 2")
4
4+
2/4
Krak (Hvy(Repos), Prc1)
4
4+
4/5
Chainsword
4
3+
4/5
Abilities
*BlazeArticles Of FaithFanatical FervourMass HysteriaZealots And Lurkers

Articles Of Faith: STRATEGIC GAMBIT if this operative is in the killzone. Roll a 1D6 for each friendly CAWDOR SCAV BRETHREN, REDEMPTIONIST BRETHREN operative and 2D6 for a friendly CAWDOR FIREBAND or DEACON that does not have a Faith Token in the killzone. On each 5+ (or 4+ if that friendly operative is injured), that friendly operative gains one of your Faith Tokens. You can select one Article of Faith rule each once per battle for all friendly CAWDOR operatives with 1 or more Faith Tokens to use once during the turning point in accordance to the total number of Faith Tokens that all the friendly operatives have combined:

  • Path of the Doomed (2 Faith Tokens): Whenever that friendly operative is ready and has been incapacitated; before it is removed from the killzone, you can place one of your Blaze Tokens on one operative within its control range.

  • Path of The Fanatic (3 Faith Tokens): Add 1 inch to that friendly operative’s Move stat.

  • Path of the Redeemer (5 Faith Tokens): That friendly operative’s melee weapons with the Blaze weapon rule have the Ceaseless weapon rule, or the Relentless weapon rule if it already had the Ceaseless weapon rule.

  • Path of the Faithful (7 Faith Tokens): Unique actions and rules that has the PSYCHIC keyword do not affect that friendly operative. Whenever that friendly operative is shooting an enemy operative, that enemy operative cannot be obscured.

A friendly CAWDOR operative cannot have more than one Faith Token (or two for a LEADER). Once a friendly operative uses an Article of Faith rule, remove one Faith Token from it.

Fanatical Fervour: Oncer per turning point, when this operative performs a Fight action after it performed a Charge action during its activation and incapacitates an enemy operative. If it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (up to 2 inches).

NNECROMUNDA GANGS, CAWDOR, GANG, LEADER, DEACON; 28
SCAV BRETHREN
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Reclaimed Autopistol (Rng 8")
4
4+
2/3
Long Rifle
Concealed (Rng 12", Hvy, Dev3, Silent, *Concealed Position)
4
2+
3/4
Mobile (Rng 12")
4
3+
3/4
Stationary (Rng 12", Hvy, Dev2)
4
2+
3/4
Blunderbuss (Rng 6", Tor 2")
2
4+
4/4
Cleaver (Ceaseless)
4
4+
3/4
Polearm (Rending)
3
4+
3/5
Abilities
*Concealed PositionMass HysteriaZealots And Lurkers

*Concealed Position: This operative can only use this weapon the first time it’s performing a Shoot action during the battle.

NNECROMUNDA GANGS, CAWDOR, GANG, SCAV BRETHREN; 28
REDEMPTIONIST BRETHREN
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Hand Flamer (Rng 6", Saturate, Tor 2", *Blaze)
4
3+
3/3
Shotgun (Rng 6")
4
4+
3/3
Eviscerator (Brutal)
4
4+
3/5
Abilities
*BlazeMass HysteriaZealots And Lurkers
NNECROMUNDA GANGS, CAWDOR, GANG, REDEMPTIONIST BRETHREN; 28
BONEPICKER
A 2
M 7"
S 6+
W 7
Weapons
ATK
HIT
DMG
Reclaimed Autopistol (Rng 8")
4
5+
2/3
Flail (Brutal)
4
4+
2/4
Abilities
Group ActivationMass HysteriaScavenger's EyeZealots And Lurkers

Scavenger's Eye: Once per battle when a mission marker is within control range of this operative, roll a 1D6. On 5+, you gain 1 CP.

NNECROMUNDA GANGS, CAWDOR, GANG, BONEPICKER; 25
ZEALOT
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
5+
2/3
Two-Handed Axe (Severe)
3
4+
3/5
Abilities
Burst Of ZealGroup ActivationMass HysteriaZealots And Lurkers

Burst Of Zeal: Whenever this operative incapacitates an enemy operative, it gains one of your Faith Tokens.

NNECROMUNDA GANGS, CAWDOR, GANG, ZEALOT; 25
STIG-SHAMBLER
A 2
M 5"
S 4+
W 13
Weapons
ATK
HIT
DMG
Heavy Stubber
Sweeping (Hvy(Dash), Tor 1")
4
4+
3/4
Focused (Hvy(Dash))
5
4+
4/5
Heavy Flamer (Rng 6", Hvy(Dash), Saturate, Tor 2")
6
3+
2/2
Heavy Walkers (Brutal)
2
3+
4/4
Abilities
House Brute

House Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Whenever a friendly CAWDOR operative that is within control range of this operative is selected as the valid target of a Shoot action or to fight against during a Fight action, this operative becomes the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this. If it is a Fight action, treat this operative as being within the fighting operative's control range for the duration of that action. If it is a Shoot action, this operative is only in cover or obscured if the original target was. This rule has no effect if it is a Shoot action and the ranged weapon has Blast or Torrent special rule.

You must spend 1 additional AP for this operative to perform the Pick-Up Marker or Mission actions (excluding Operate Hatch).

NNECROMUNDA GANGS, CAWDOR, GANG, HIRED ARM, STIG-SHAMBLER; 40
FLAGELLATOR
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Flagellant Whip (Rng 3", Bal, Rending)
5
4+
2/3
Flagellant Whip (Relentless, Rending)
5
4+
2/3
Abilities
Faith Through Fear1AP: HymnMass Hysteria

Faith Through Fear: Whenever a friendly CAWDOR operative (excluding LEADER and HIRED ARM) is within 3 inches of this operative, you can ignore any changes to the stats of that operative from being injured.

Whenever a friendly CAWDOR operative (excluding LEADER and HIRED ARM) is within 3 inches of this operativet and is going to lose one of your Faith Tokens (if any); instead of losing that token, you can immidiately inflict 1D3 damage on that friendly operative and that token is not lost.

Hymn (1AP): Select one friendly CAWDOR operative (except STIG-SHAMBLER) within this operative's control range to regain up to 1D3 lost wounds. This operative cannot perform this action while within control range of an enemy operative. This action cannot be performed for an operative that benefited from FAITH THROUGH FEAR rule during the same turning point.

NNECROMUNDA GANGS, CAWDOR, GANG, HIRED ARM, FLAGELLATOR; 25
CHERUB-SERVITOR
A 2
M 7"
S 5+
W 3
Weapons
ATK
HIT
DMG
Incentiviser (Shock)
3
5+
1/3
Abilities
CherubFly1AP: Inspire

Cherub: Whenever determining control of an objective’s marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this. Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2 inches. This operative cannot use any weapons that aren’t on its datacard, or perform Unique actions other than INSPIRE.

Fly: Whenever this operative is performing a Charge, Fall Back or Reposition action, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing a Charge action. It must be set up in a location it can be placed, and unless it’s a Charge action, it cannot be set up within control range of an enemy operative.

Inspire (1AP): SUPPORT. Select one other friendly CAWDOR operative (excluding HIRED ARM) visible to and within 2 inches of this operative to gain one of your Faith Tokens. This operative cannot perform this action while within control range of an enemy operative.

NNECROMUNDA GANGS, CAWDOR, GANG, HIRED ARM, CHERUB-SERVITOR; 25
Equipment

MAKESHIFT LADDER:
Once per battle, a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative can perform the following action:

MAKESHIFT LADDER (1 AP): You can set-up a Ladder within the control range of a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN operative as follows:

• Upright against terrain that is at least 2 inches tall.

• More than 2 inches from other equipment terrain features.

• More than 1 inch from doors and access points.

It acts as a Ladder (i.e from the UNIVERSAL EQUIPMENT). After an operative uses that Ladder during a climb, roll a 1D3. On 1, remove that Ladder from the killzone. Treat this action as a Mission action.


BOMB DELIVERY RATS:
Once per turning point, a friendly CAWDOR BONEPICKER or ZEALOT operative can perform the following action:

BOMB DELIVERY RAT (1 AP): Select an enemy operative within 6 inches of a friendly CAWDOR BONEPICKER or ZEALOT operative. Roll 2D6, on 2 to 6, inflict 1D3+3 damage on each operative within 1 inch of that friendly operative. Otherwise, Inflict 1D3+1 damage on each operative within 1 inch of that enemy operative. Treat this action as a Shoot action.


MOLOTOV COCKTAILS:
Friendly CAWDOR operatives can perform a Molotov Cocktail action up to 2 times per battle.

MOLOTOV COCKTAIL (1 AP): Place your Molotov Cocktail Marker within 6 inches of a friendly CAWDOR operative (or 3 inches if it is a CHERUB-SERVITOR) and visible to it or on Vantage terrain of a terrain feature visible to that operative. Roll 1D6, remove that marker after a number of activations equal to the result. Whenever a Molotov Cocktail Marker is within 2 inches of an operative, inflict 1D3 damage on that operative. That friendly operative cannot perform this action while within control range of an enemy operative or if you have reached the total number of times your kill team can perform it. Treat this action as a Shoot action.


EMPEROR’S WRATH ROUNDS:
Blunderbusses and Shotguns have the Blaze* weapon rule for the battle.

*Blaze: If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it. Then that operative’s controlling player selects one of the following:

• Roll a 1D6: on 3+, remove that token.

• Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.


Ploys

Firefight - LET IT BURN!:
Use this firefight ploy during a friendly CAWDOR operative’s activation. It can perform Molotov Cocktail action (i.e. faction equipment). Performing this action using this ploy does not count towards their action limits (i.e. if you select Molotov Cocktail from faction equipment).


Firefight - UNSHACKABLE BELIEF:
Use this firefight ploy when an enemy operative is shooting a friendly CAWDOR operative. In the Roll defense Dice step, subtract 1 from this operative’s APL and improve its Save stat by 1.


Firefight - DEVOTIONAL FRENZY:
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens performs a Shoot or Fight action against an enemy operative. If that operative isn’t incapacitated, repeat the action again for 1 AP and worsen the Hit stat of the weapon used for that action by 1.


Firefight - RESTLESS FAITH:
Use this firefight ploy when a friendly CAWDOR operative that has 1 or more Faith Tokens is activated. You can ignore any changes to its stats from the Stun and Shock weapon rules until the end of the turning point.


Strategic - ACTS OF FAITH:
During a friendly CAWDOR operative’s activation that has one or more of your Faith Tokens and with an Engage order, select 1 Act of Faith rule (or 2 if it is a LEADER) for that friendly operative to use until the end of the turning point:

  • It can do a Charge action (up to 3 inches) even if it performed a Reposition or a Dash action (this takes precedence over action restrictions).

  • It gains a 1D3+1 lost wounds.

  • When an enemy operative is performing a Shoot action against that operative, you can re-roll any or all of your defense dice results of one result (e.g. results of 2).


Strategic - DEADMEN WALKING:
The first time each friendly CAWDOR operative (excluding HIRED ARM) is to be incapacitated, discard any remaining Atk dice and it has 1 wound left, immediately do a free Charge action (if possible)(up to 2 inches only) and a free Fight action. For that Fight action, roll 1 Atk die for it. After that action has ended, remove it from the killzone if it was incapacitated or In the Ready step of the next strategy phase (whichever comes first).


Strategic - BLAZING FAITH:
Friendly CAWDOR operatives’ melee weapons have the Blaze weapon rule until the end of the turning point.


Strategic - FOR THE LOST!:
Whenever a friendly CAWDOR SCAV BRETHREN or REDEMPTIONIST BRETHREN is incapacitated, each other friendly operative within 3 inches of that operative and within control range of an enemy operative can immediately perform a Fight action but can only use 1 normal success (if any) for it and the enemy operative must not retaliate for it. You must use the MASS HYSTERIA faction rule afterwards (if able).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.