Necromunda Gangs: Cawdor
Common Abilities and Options
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.
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).
*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.
*Concealed Position:
This operative can only use this weapon the first time it’s performing a Shoot action during the battle.
Burst Of Zeal:
Whenever this operative incapacitates an enemy operative, it gains one of your Faith Tokens.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly ZEALOT 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).
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.
Operatives
1. Kraadux
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 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
Zealots And LurkersLord Of RatsMass Hysteria*Blaze2. Vracins
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blunderbuss (Rng 6", Tor 2") | 2 | 4+ | 4/4 |
| Polearm (Rending) | 3 | 4+ | 3/5 |
Abilities
*Concealed PositionMass HysteriaZealots And Lurkers3. Kyrzul
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 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 |
| Cleaver (Ceaseless) | 4 | 4+ | 3/4 |
Abilities
*Concealed PositionMass HysteriaZealots And Lurkers4. Snivels
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blunderbuss (Rng 6", Tor 2") | 2 | 4+ | 4/4 |
| Polearm (Rending) | 3 | 4+ | 3/5 |
Abilities
*Concealed PositionMass HysteriaZealots And Lurkers5. Elgraed
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 4+ | 3/3 |
| Eviscerator (Brutal) | 4 | 4+ | 3/5 |
Abilities
Zealots And Lurkers*BlazeMass Hysteria6. Cainsil
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Saturate, Tor 2", *Blaze) | 4 | 3+ | 3/3 |
| Eviscerator (Brutal) | 4 | 4+ | 3/5 |
Abilities
Zealots And Lurkers*BlazeMass Hysteria7. Angrik
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 ZealZealots And LurkersGroup ActivationMass Hysteria8. Waloom
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 ZealZealots And LurkersGroup ActivationMass Hysteria9. Ulkoil
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 ZealZealots And LurkersGroup ActivationMass Hysteria10. Baldryk
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 ZealZealots And LurkersGroup ActivationMass Hysteria11. Halbedash
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
Scavenger's EyeGroup ActivationZealots And LurkersMass Hysteria12. Barbet
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
Scavenger's EyeGroup ActivationZealots And LurkersMass Hysteria13. Matthias
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
Scavenger's EyeGroup ActivationZealots And LurkersMass Hysteria14. Dagged
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
Scavenger's EyeGroup ActivationZealots And LurkersMass Hysteria15. Hoyke
A 2
M 5"
S 4+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Flamer (Rng 6", Hvy(Dash), Saturate, Tor 2") | 6 | 3+ | 2/2 |
| Heavy Walkers (Brutal) | 2 | 3+ | 4/4 |
Abilities
House BruteEquipment
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
LET IT BURN!
Firefight PloyUse 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).
UNSHACKABLE BELIEF
Firefight PloyUse 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.
DEVOTIONAL FRENZY
Firefight PloyUse 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.
RESTLESS FAITH
Firefight PloyUse 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.
ACTS OF FAITH
Strategy PloyDuring 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).
DEADMEN WALKING
Strategy PloyThe 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).
BLAZING FAITH
Strategy PloyFriendly CAWDOR operatives’ melee weapons have the Blaze weapon rule until the end of the turning point.
FOR THE LOST!
Strategy PloyWhenever 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).
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.