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Corpse Grinder Cults

Corpse Grinder Cult Gang List

RAW ✔️ The Book of Ruin, p17

NecroRAW: Gang Composition

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)

MWSBSSTWIALdClWilInt
5"2+4+4424+25+5+5+7+

Skills: 1 Primary skill (chosen) Wargear: Butcher's mask, plate mail armour Special Rules: First to the Fray

Special Rules

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".

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingSavagery
-PrimaryPrimary-SecondaryPrimarySecondary-Secondary
Equipment

A Butcher is equipped with a Butcher's mask and plate mail armour. They may only be armed with Close Combat Weapons.

Equipment List

Weapons
ItemCredits
CLOSE COMBAT WEAPONS
Boning sword20
Butcher's chain cleaver45
Butcher's cleaver25
Chain glaive60
Fighting knife15
Flensing knife15
Heavy chain cleaver70
Heavy rock cutter*135
Paired Butcher's chain cleavers*80
Paired Heavy chain cleavers*130
Rotary flensing saw*55
Two-handed axe*25
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Hazard suit10
Mesh armour15
Plate mail15
GANG EQUIPMENT
Booby traps
- Frag trap20
- Gas trap40
- Melta trap50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Corpse Grinder cult icon40
Cult icon40
Dumdum rounds for stub gun5
Manstopper rounds for autopistol10
Fragmentation rounds for autopistol10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash30
Optional Rule from Apocrypha Necromunda: Sump City Sinking

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:

  • Invoke the Dark Gods: This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice and apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation:
    • + 1 to their Strength, Toughness and Attacks characteristics.
    • Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound.

RAW ✔️ The Book of Ruin, p18; Apocrypha Necromunda: Sump City Sinking, p5

Cutter (Champion)

MWSBSSTWIALdClWilInt
5"3+5+4324+26+6+7+8+

Skills: 1 Primary skill (chosen) Wargear: Cutter's mask, plate mail armour Special Rules: Dervish

Special Rules

Dervish: When this fighter makes a Fight (Basic) action using a weapon with the Versatile trait, their vision arc extends to 360°.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingSavagery
-PrimaryPrimarySecondarySecondarySecondary--Primary
Equipment

A Cutter is equipped with a Cutter's mask and plate mail armour. They may only be armed with Close Combat Weapons.

Equipment List

Weapons
ItemCredits
CLOSE COMBAT WEAPONS
Boning sword20
Butcher's chain cleaver45
Butcher's cleaver25
Chain glaive60
Fighting knife15
Flensing knife15
Heavy chain cleaver70
Heavy rock cutter*135
Paired Butcher's chain cleavers*80
Paired Heavy chain cleavers*130
Rotary flensing saw*55
Two-handed axe*25
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Hazard suit10
Mesh armour15
Plate mail15
GANG EQUIPMENT
Booby traps
- Frag trap20
- Gas trap40
- Melta trap50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Corpse Grinder cult icon40
Cult icon40
Dumdum rounds for stub gun5
Manstopper rounds for autopistol10
Fragmentation rounds for autopistol10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash30
Optional Rule from Apocrypha Necromunda: Sump City Sinking

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:

  • Invoke the Dark Gods: This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice and apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation:
    • + 1 to their Strength, Toughness and Attacks characteristics.
    • Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound.

RAW ✔️ The Book of Ruin, p18; Apocrypha Necromunda: Sump City Sinking, p5

Skinner (Ganger)

MWSBSSTWIALdClWilInt
5"3+5+3314+17+7+8+9+

Skills: Berserker Wargear: Skinner's mask, plate mail armour Special Rules: Berserk Charge, Specialists

Special Rules

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:

  • Berserker: When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice.

Specialists: During a campaign, Skinners are treated as Specialists and may spend Experience points accordingly, as described on page 85 of the Necromunda Rulebook.

Skill Access
Equipment

A Skinner is equipped with a Skinner's mask and plate mail armour. They may only be armed with Close Combat Weapons.

Equipment List

Weapons
ItemCredits
CLOSE COMBAT WEAPONS
Boning sword20
Butcher's chain cleaver45
Butcher's cleaver25
Chain glaive60
Fighting knife15
Flensing knife15
Heavy chain cleaver70
Heavy rock cutter*135
Paired Butcher's chain cleavers*80
Paired Heavy chain cleavers*130
Rotary flensing saw*55
Two-handed axe*25
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Hazard suit10
Mesh armour15
Plate mail15
GANG EQUIPMENT
Booby traps
- Frag trap20
- Gas trap40
- Melta trap50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Corpse Grinder cult icon40
Cult icon40
Dumdum rounds for stub gun5
Manstopper rounds for autopistol10
Fragmentation rounds for autopistol10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash30

RAW ✔️ The Book of Ruin, p19

Initiate (Juve)

MWSBSSTWIALdClWilInt
5"4+4+3314+18+7+9+9+

Skills: Infiltrate Wargear: Initiate's mask, flak armour Special Rules: Infiltration

Special Rules

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:

  • Infiltrate: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off.
Skill Access
Equipment

An Initiate is equipped with a Initiate's mask and flak armour. They have no weapon restrictions.

Equipment List

Weapons
ItemCredits
CLOSE COMBAT WEAPONS
Boning sword20
Butcher's chain cleaver45
Butcher's cleaver25
Chain glaive60
Fighting knife15
Flensing knife15
Heavy chain cleaver70
Heavy rock cutter*135
Paired Butcher's chain cleavers*80
Paired Heavy chain cleavers*130
Rotary flensing saw*55
Two-handed axe*25
PISTOLS
Autopistol10
Hand flamer75
Stub gun5
SPECIAL WEAPONS
Flamer140
HEAVY WEAPONS
Harpoon launcher*110
Heavy flamer195
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Hazard suit10
Mesh armour15
Plate mail15
GANG EQUIPMENT
Booby traps
- Frag trap20
- Gas trap40
- Melta trap50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Corpse Grinder cult icon40
Cult icon40
Dumdum rounds for stub gun5
Manstopper rounds for autopistol10
Fragmentation rounds for autopistol10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash30

RAW ✔️ The Book of Ruin, p19

Wasteland Additional Rules

Wasteland Gang Composition

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.

Designer's Commentary: Corpse Grinder Cult Vehicles

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)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+6+7+8+

Special Rules: Gang Composition, Vehicle Crew

Special Rules

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.

Skill Access

A Corpse Grinder Cult Road-Initiate has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

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.

  • During the course of a campaign, a Corpse Grinder Cult Road-Initiate may be given additional Wargear from this list and the Trading Post.
  • During the course of a campaign, a Corpse Grinder Cult Road-Initiate may be given additional weapons from this list and the Pistols section of the Trading Post.
  • A Corpse Grinder Cult Road-Initiate may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang's Stash.

Corpse Grinder Cult Road-Initiate Equipment List


Vehicles
ItemCredits
Custom vehiclevariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol10
Stub gun5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

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
ItemCredits
SPECIAL WEAPONS
Flamer140
HEAVY WEAPONS
Harpoon launcher110
Heavy flamer195

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.