Corpse Grinder Cults
Corpse Grinder Cult Gang List
RAW ✔️ The Book of Ruin, p17
A Corpse Grinder Cult gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):
Gang Composition
A Corpse Grinder Cult gang must follow these rules when it is founded and when new fighters are added to the gang:
- There must be one Leader (Butcher) chosen when the gang is first founded.
- The total number of Initiates in the gang must always be equal to, or higher than, the number of other Skinners in the gang.
- The gang may only ever include a maximum of 0-3 Champions (Cutters) at any time.
- A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (*) take up the space of two weapons.
- Any fighter may take Wargear.
- Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added.
During an Uprising Campaign, gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
- During the course of an Uprising Campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang's Stash, rather than purchasing new equipment.
- During the course of a campaign, gangs may
gain new equipment, either by purchasing it from
the gang's House Equipment List or from the Trading Post.
These items are added to the gang's
Stash and may be distributed among fighters during
any post-battle sequence:
- A fighter cannot be given a new weapon of a type not allowed by their entry within their House List.
- Leaders and Champions can be given additional weapons, but if they have more than three weapons, they will have to fill out multiple Fighter cards, each representing a different 'set' of equipment, as described on page 95 of the Necromunda: Rulebook.
- A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang's Stash.
Additional Rules
Fighters
Butcher (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ |
Skills: 1 Primary skill (chosen)
Wargear: Butcher's mask, plate mail armour
Special Rules: First to the Fray First to the Fray: When this fighter makes a Charge (Double) action, they may add D6" to the distance they can move, rather than the usual D3". A Butcher is equipped with a Butcher's mask and plate mail armour. They may only be armed with Close Combat Weapons. Blessed by the Lord of Skin and Sinew: When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions:Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Boning sword 20 Butcher's chain cleaver 45 Butcher's cleaver 25 Chain glaive 60 Fighting knife 15 Flensing knife 15 Heavy chain cleaver 70 Heavy rock cutter* 135 Paired Butcher's chain cleavers* 80 Paired Heavy chain cleavers* 130 Rotary flensing saw* 55 Two-handed axe* 25 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Hazard suit 10 Mesh armour 15 Plate mail 15 GANG EQUIPMENT Booby traps - Frag trap 20 - Gas trap 40 - Melta trap 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Corpse Grinder cult icon 40 Cult icon 40 Dumdum rounds for stub gun 5 Manstopper rounds for autopistol 10 Fragmentation rounds for autopistol 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 30 Optional Rule from Apocrypha Necromunda: Sump City Sinking
RAW ✔️ The Book of Ruin, p18; Apocrypha Necromunda: Sump City Sinking, p5
Cutter (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ |
Skills: 1 Primary skill (chosen)
Wargear: Cutter's mask, plate mail armour
Special Rules: Dervish Dervish: When this fighter makes a Fight (Basic) action using a weapon with the Versatile trait, their vision arc extends to 360°. A Cutter is equipped with a Cutter's mask and plate mail armour. They may only be armed with Close Combat Weapons. Blessed by the Lord of Skin and Sinew: When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions:Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Boning sword 20 Butcher's chain cleaver 45 Butcher's cleaver 25 Chain glaive 60 Fighting knife 15 Flensing knife 15 Heavy chain cleaver 70 Heavy rock cutter* 135 Paired Butcher's chain cleavers* 80 Paired Heavy chain cleavers* 130 Rotary flensing saw* 55 Two-handed axe* 25 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Hazard suit 10 Mesh armour 15 Plate mail 15 GANG EQUIPMENT Booby traps - Frag trap 20 - Gas trap 40 - Melta trap 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Corpse Grinder cult icon 40 Cult icon 40 Dumdum rounds for stub gun 5 Manstopper rounds for autopistol 10 Fragmentation rounds for autopistol 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 30 Optional Rule from Apocrypha Necromunda: Sump City Sinking
RAW ✔️ The Book of Ruin, p18; Apocrypha Necromunda: Sump City Sinking, p5
Skinner (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 9+ |
Skills: Berserker
Wargear: Skinner's mask, plate mail armour
Special Rules: Berserk Charge, Specialists Berserk Charge: Skinners are berserk fighters, eager to prove their worth to the leaders of their cult and advance through the ranks. All Skinners have the Berserker Ferocity skill: Specialists: During a campaign, Skinners are treated as Specialists and may spend Experience points accordingly, as described on page 85 of the Necromunda Rulebook. A Skinner is equipped with a Skinner's mask and plate mail armour. They may only be armed with Close Combat Weapons.Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Boning sword 20 Butcher's chain cleaver 45 Butcher's cleaver 25 Chain glaive 60 Fighting knife 15 Flensing knife 15 Heavy chain cleaver 70 Heavy rock cutter* 135 Paired Butcher's chain cleavers* 80 Paired Heavy chain cleavers* 130 Rotary flensing saw* 55 Two-handed axe* 25 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Hazard suit 10 Mesh armour 15 Plate mail 15 GANG EQUIPMENT Booby traps - Frag trap 20 - Gas trap 40 - Melta trap 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Corpse Grinder cult icon 40 Cult icon 40 Dumdum rounds for stub gun 5 Manstopper rounds for autopistol 10 Fragmentation rounds for autopistol 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 30
RAW ✔️ The Book of Ruin, p19
Initiate (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 9+ |
Skills: Infiltrate
Wargear: Initiate's mask, flak armour
Special Rules: Infiltration Infiltration: Corpse Grinder Cult Initiates are adept at hiding in plain sight, making them a great threat to unwary foes. All Initiates have the Infiltrate Cunning skill: An Initiate is equipped with a Initiate's mask and flak armour. They have no weapon restrictions.Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Boning sword 20 Butcher's chain cleaver 45 Butcher's cleaver 25 Chain glaive 60 Fighting knife 15 Flensing knife 15 Heavy chain cleaver 70 Heavy rock cutter* 135 Paired Butcher's chain cleavers* 80 Paired Heavy chain cleavers* 130 Rotary flensing saw* 55 Two-handed axe* 25 PISTOLS Autopistol 10 Hand flamer 75 Stub gun 5 SPECIAL WEAPONS Flamer 140 HEAVY WEAPONS Harpoon launcher* 110 Heavy flamer 195 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Hazard suit 10 Mesh armour 15 Plate mail 15 GANG EQUIPMENT Booby traps - Frag trap 20 - Gas trap 40 - Melta trap 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Corpse Grinder cult icon 40 Cult icon 40 Dumdum rounds for stub gun 5 Manstopper rounds for autopistol 10 Fragmentation rounds for autopistol 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 30
RAW ✔️ The Book of Ruin, p19
Wasteland Additional Rules
A Corpse Grinder Cult gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
Presented below are the rules for Corpse Grinder Cult vehicle crew and vehicle upgrades, allowing you to recreate the events described in Feast of Heretics. If the Arbitrator wishes, these new rules may be included in their campaign.
Corpse Grinder Cult Road-Initiate (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 6+ | 7+ | 8+ |
Special Rules: Gang Composition, Vehicle Crew Gang Composition: For the purpose of gang composition, this model counts as a Corpse Grinder Cult Initiate. Vehicle Crew: A Corpse Grinder Cult Road-Initiate must always be equipped with a vehicle. A Corpse Grinder Cult Road-Initiate must be equipped with a vehicle and they may purchase Wargear and weapons from the Corpse Grinder Cult Road-Initiate equipment list.Special Rules
Skill Access
Equipment
Corpse Grinder Cult Road-Initiate Equipment List
Vehicles
Item Credits Custom vehicle variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 10 Stub gun 5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ Apocrypha Necromunda: Feast of Heretics, p6
Vehicles
RAW ✔️ Apocrypha Necromunda: Feast of Heretics, p7
Corpse Grinder Cult Vehicle Upgrades/Wargear
The following are only available to Corpse Grinder Cult vehicles and are all added to their equipment lists.
Corpse Grinder Cult Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| SPECIAL WEAPONS | |
| Flamer | 140 |
| HEAVY WEAPONS | |
| Harpoon launcher | 110 |
| Heavy flamer | 195 |
Guild of Coin Ridgehauler – New Cargo Load: Refrigerated Container
45 credits – Corpse Grinder Only
RAW ✔️ Apocrypha Necromunda: Feast of Heretics, p7
Weapon Hardpoints: A Refrigerated Container has two Weapon Hardpoints on the top. Any weapon fitted to these hardpoints gains the Crew Operated and Arc (All Round) traits.
Mobile Feast: Friendly Corpse Grinder Cult fighters within 1" of a Refrigerated Container may perform the Gorge (Double) action:
- Gorge (Double): The fighter feasts upon the contents of the Refrigerated Container. Roll a D6. On a 3+, the fighter may either remove a Flesh Wound or recover a Wound lost earlier in the battle.
Body Upgrades
RAW ✔️ Apocrypha Necromunda: Feast of Heretics, p7
Meat Grinder
20 credits – Corpse Grinder Only
When a vehicle with this upgrade runs over a fighter, that fighter suffers a -2 modifier to their Initiative test to avoid being hit. Additionally, increase the AP of any hits suffered as a result of being run over by 1.
Feast
60 credits – Corpse Grinder Only
All friendly Corpse Grinder Cult fighters within 9" of a vehicle with a feast table may re-roll all failed Cool tests.
Grisly Trophies
45 credits – Corpse Grinder Only
The vehicle is festooned with the mangled remains of the gang's enemies. If any enemy fighter wishes to target this vehicle with a close combat attack, they must first pass a Willpower test. If the Willpower test is failed, the action is wasted.