Corpse Guild
RAW ✔️ House of Faith, p80
Benefits
Law Abiding Allies: Any gang may form an Alliance with the Corpse Guild provided it is a Law Abiding gang. The Guilds of Necromunda have no interest in collaborating with the criminal classes.
Strong Alliance (House Cawdor): The first time a gang belonging to House Cawdor is required to Test the Alliance with this ally, do not roll. Instead count the result as Disquiet.
Extra Corpse-starch Rations: When a fighter in the gang must roll on the Lasting Injuries table (see the Necromunda Rulebook), they may re-roll the result, though they must abide by their second roll even if it is worse.
Corpse Harvesting Party: While the gang is allied with the Corpse Guild, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of a Corpse Harvesting Party to their gang for the battle ahead:
Roll a D6 and add the gang's current Reputation:
- If the total is 9 or below, the Corpse Harvesting Party deigns to aid their allies on the battlefield.
- If the total is 10 or more, the Guilders decide the gang can cope alone.
This group of fighters does not cost a gang allied to the Corpse Guild any credits to hire, but if chosen, they must be included in the gang's crew, even if Crew Selection is normally random. If, however, the gang is playing the Looters, Smash and Grab, Caravan Heist or Escort Mission scenario and is the defender (see Guard Duty as follows) then a Corpse Harvesting Party must be included. Roll a D6 and add the gang's current Reputation:
- If the total is 9 or below, the gang is glad of this aid.
- If the total is 10 or more, the gang is unhappy about this forced interference and they must Test the Alliance.
Drawbacks
Guard Duty: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played, roll a D6. On a 1, 2 or 3, the gang must choose Looters, Smash and Grab, Caravan Heist or Escort Mission, and take on the role of the defender. On a 4+, they can choose any scenario as normal. Alternatively, instead of making this roll, the gang can choose to play any scenario, but if they do they must Test the Alliance.
Meat for the Grinders: At the start of the Post-battle Actions step of the post-battle sequence, before making any Medical Escort actions, one randomly determined fighter in the gang who has suffered a Critical Injury (61-65 on the Lasting Injuries table) is removed from the gang's roster just as if they had died. Alternatively, the gang may choose to take a Medical Escort and take the fighter to the Doc, but if they do they must Test the Alliance.
Corpse Harvesting Party
RAW ✔️ House of Faith, p86
Composition
A Corpse Harvesting Party consists of one Pale Consort, one Bone Scrivener and two Corpse Grinders.
Corpse Harvesting Party Special Rules
"This One's still Moving": During the Wrap-up step of the post-battle sequence, roll a D6 for any fighter, friend or enemy, that went Out of Action during the battle and suffered a Critical Injury (61-65 on the Lasting Injuries table). On a 6, change the Lasting Injury result to Memorable Death (66 on the Lasting Injuries table). The fighter has suddenly stopped moving and is claimed by the Corpse Grinders, but any weapons and Wargear (including armour) they were equipped with is granted to the gang that the Corpse Harvesting Party fought for, who may immediately add it to their Stash.
A Band Apart: Members of the Corpse Guild take care of their own, especially valued representatives and their favoured attendants. A Corpse Harvesting Party will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Corpse Harvesting Party fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold.
"Here to Help": Unlike other fighters, a Corpse Harvesting Party is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.
Pale Consort
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
Skills: Fearsome, Overseer
Wargear: Medi skull, respirator and mesh armour
Special Rules: Corpse Harvesting Party Hierarchy (Leader), Group Activation (2) Corpse Harvesting Party Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Corpse Harvesting Party fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Corpse Harvesting Party fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not use this special rule themselves. The Pale Consort is armed with a laspistol and fighting knife, and is equipped with a medi skull, respirator and mesh armour.Special Rules
Equipment
RAW ✔️ House of Faith, p86
Bone Scrivener
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stiletto Knife | - | E | - | - | - | - | - | - | Melee, Toxin |
Skills: Fearsome
Wargear: gun skull, respirator and a cult icon
Special Rules: Corpse Harvesting Party Hierarchy (Champion), Group Activation (1) Corpse Harvesting Party Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Corpse Harvesting Party fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Corpse Harvesting Party fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not use this special rule themselves. The Bone Scrivener is armed with a stiletto knife, and is equipped with a gun skull, respirator and a cult icon.Special Rules
Equipment
RAW ✔️ House of Faith, p86
Corpse Grinder
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Chain glaive | E | 2" | -1 | - | S+2 | -2 | 2 | - | Melee, Unwieldy, Versatile |
Skills: Crushing Blow
Wargear: flak armour
Special Rules: Bodyguard, Indentured Fighters Bodyguard: If the Pale Consort is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Corpse Grinder within 2" of the Pale Consort. Indentured Fighters: If the Pale Consort is removed from play for any reason, the Corpse Grinders, without guidance, will automatically behave as if the crew they are part of has failed a Bottle test, regardless of how many fighters in total have been removed from play. Both Corpse Grinders are armed with a chain glaive and are equipped with flak armour.Special Rules
Equipment
RAW ✔️ House of Faith, p86