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House Cawdor

House Cawdor Gang List

NecroRAW: Gang Composition

A House Cawdor gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):

Death of a Leader

RAW ✔️ House of Faith, p29

All House Cawdor gangs must include a single fighter with the 'Gang Leader' special rule. This fighter is, naturally, the leader of the gang.

Unlike most other gangs, those of House Cawdor have two options available to them; a Word-Keeper or a Redemptor Priest. These two different options represent the internal divisions within the House, and whichever is chosen will heavily influence the character of the gang. Regardless of how many options a gang has, it can only ever include one fighter with the 'Gang Leader' special rule.

If a gang's leader is killed, a new leader must be nominated:

  • The new leader is the fighter with the highest Leadership characteristic, selected from among those fighters that have, in order of priority:
    1. The Gang Hierarchy (X) special rule.
    2. The Tools of the Trade special rule.
  • If the gang contains no fighters with either special rule, the fighter with the highest Leadership characteristic must be selected from among the remaining gang members.

If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang leader.

When a fighter is promoted in this way, they gain the Gang Leader special rule. Additionally, in the case of a House Cawdor gang, the new leader must choose what type of leader they will become (Word-Keeper or Redemptor Priest). In some cases, this decision will be made for them based upon the type of fighter being promoted:

  • Should a fighter with the Fanatical special rule become the new leader, they must become a Redemptor Priest.
  • Should a fighter with the Pious special rule become the new leader, they can choose to become either a Word-Keeper or a Redemptor Priest.

In either case, the promoted fighter will, from now on, count as a fighter of their new type for the purposes of determining which equipment and skill sets they can access. Their existing characteristics and skills do not change.

Additional Rules

Cawdor Fighters

Cawdor Word-Keeper (Leader)

MWSBSSTWIALdClWilInt
5"3+4+3324+24+6+5+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow

Special Rules

Gang Leader: A House Cawdor gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader).

Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly House Cawdor fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

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 House Cawdor fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Pious: A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check.

The Path We Follow: As gang leader, this fighter must choose a particular Path of Faith for their gang to follow when they are added to the gang.

Skills: When recruited, a Cawdor Word-Keeper may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Cawdor Word-Keeper has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
-PrimaryPrimary-SecondaryPrimary-SecondarySecondary
Equipment

A Cawdor Word-Keeper may purchase weapons and Wargear from the Cawdor Word-Keeper equipment list:

  • During the course of a campaign, a Cawdor Word-Keeper may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Cawdor Word-Keeper has no restrictions upon the types of weapon they can take; all weapon types are available.

Cawdor Word-Keeper Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Cawdor polearm/autogun*20
- Master-crafted+5
Cawdor polearm/blunderbuss with grape & purgation shot*40
- Master-crafted+10
- Emperor's Wrath rounds+35
Reclaimed autogun10
Sawn-off shotgun with scatter shot15
- Solid shot+10
PISTOLS
Hand flamer75
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (autogun/flamer)110
Flamer130
Long rifle30
- Master-crafted+5
HEAVY WEAPONS
Cawdor heavy crossbow with frag & krak shells*125
Heavy flamer*195
Heavy stubber*130
CLOSE COMBAT WEAPONS
Axe10
Chain glaive*60
- Master-crafted+15
Cleaver20
Fighting knife15
- Master-crafted+5
Flail20
Greatsword*40
- Master-crafted+10
Heavy club15
Maul (club)10
Polearm*30
Two-handed axe*25
- Master-crafted+5
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Choke gas grenades50
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Flak armour10
Gutterforged cloak15
Mesh armour15
Scrap shield15
PERSONAL EQUIPMENT
Bomb delivery rats30
Cult icon40
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Mono-sight (basic, special & heavy weapons only)†35
STATUS ITEMS: EXOTIC BEASTS
0-2 Sheen Birds90

RAW ✔️ House of Faith, p32

Cawdor Firebrand (Champion)

MWSBSSTWIALdClWilInt
5"4+3+3324+25+6+7+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly House Cawdor fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

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 House Cawdor fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Pious: A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check.

Righteous Warrior: Once per battle, when making a Threshold test to perform an Act of Faith, this fighter may re-roll the Faith dice. If they do so, they must re-roll all of the Faith dice rolled.

Skills: When recruited, a Cawdor Firebrand may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Cawdor Firebrand has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
SecondaryPrimaryPrimary-SecondarySecondary--Secondary
Equipment

A Cawdor Firebrand may purchase weapons and Wargear from the Cawdor Firebrand equipment list:

  • During the course of a campaign, a Cawdor Firebrand may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Cawdor Firebrand has no restrictions upon the types of weapon they can take; all weapon types are available.

Cawdor Firebrand Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Cawdor polearm/autogun*20
- Master-crafted+5
Cawdor polearm/blunderbuss with grape & purgation shot*40
- Master-crafted+10
- Emperor's Wrath rounds+35
Reclaimed autogun10
Sawn-off shotgun with scatter shot15
- Solid shot+10
PISTOLS
Hand flamer75
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (autogun/flamer)110
Flamer130
Long rifle30
HEAVY WEAPONS
Cawdor heavy crossbow with frag & krak shells*125
Heavy flamer*195
Heavy stubber*130
CLOSE COMBAT WEAPONS
Axe10
Chain glaive*60
Cleaver20
Fighting knife15
- Master-crafted+5
Flail20
Greatsword*40
- Master-crafted+10
Heavy club15
Maul (club)10
Polearm*30
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Choke gas grenades50
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Flak armour10
Gutterforged cloak15
Scrap shield15
PERSONAL EQUIPMENT
Bomb delivery rats30
Cult icon40
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Mono-sight (basic, special & heavy weapons only)†35
STATUS ITEMS: EXOTIC BEASTS
0-2 Sheen Birds90

RAW ✔️ House of Faith, p36

Cawdor Way Brethren (Prospect)

MWSBSSTWIALdClWilInt
6"4+5+3313+18+7+8+9+

Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious

Special Rules

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Gang Fighter (Prospect): Models with this special rule form the backbone of House Cawdor gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Cawdor Firebrand or Redemptionist Deacon): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes.

When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate.

Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type.

Born in the Saddle: This fighter is more comfortable on their mount than on foot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter.

Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Pious: A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check.

Skill Access

A Cawdor Way-Brethren has access to the following skill sets.

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
Secondary-Secondary-Primary----
Equipment

A Cawdor Way-Brethren is equipped with a Ridge Walker (included in their starting cost), and may purchase weapons and Wargear from the Cawdor Way-Brethren equipment list:

  • During the course of a campaign, a Cawdor Way-Brethren may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Cawdor Way-Brethren may only be equipped with weapons from this list, or from the Basic, Pistols and Close Combat sections of the Trading Post or the Black Market.

Cawdor Way-Brethren Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Cawdor charger/autogun*25
Cawdor charger/blunderbuss with grape & purgation shot*45
Cawdor charger/flamer*145
Sawn-off shotgun with scatter shot15
- Solid-shot+10
PISTOLS
Hand crossbow10
Hand flamer75
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Axe10
Flail20
Fighting knife15
Frag lance35
Krak lance50
Maul (club)10
Stun lance30
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Flak armour10
Gutterforged cloak15
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Mono-sight (basic, special & heavy weapons only)†35

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p102

Cawdor Brethren (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+17+7+7+7+

Special Rules: Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Cawdor Specialist): When the gang is founded, a single Ganger (Cawdor Brethren or Redemptionist Brethren) can be promoted to become a Specialist (Cawdor or Redemptionist, as appropriate). During Campaign play, additional Cawdor Brethren may become Cawdor Specialists by spending Experience (XP), as described in the campaign rules. A Cawdor Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills.

Tools of the Trade (Cawdor Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Pious: A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check.

Devout Masses (Ganger): At the end of the Choose Crew step of the pre-battle sequence, one additional Ganger that has this special rule may be added to the starting crew. This fighter may be added to the starting crew even if doing so increases the size of the starting crew beyond that given by the scenario.

Skill Access

A Cawdor Specialist has access to the following skill sets (note however that a Cawdor Brethren may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
SecondarySecondaryPrimary-Primary----
Equipment

Cawdor Brethren and Cawdor Specialists may purchase weapons and Wargear from the Cawdor Brethren equipment list:

  • During the course of a campaign, both Cawdor Brethren and Cawdor Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Cawdor Brethren and Cawdor Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Cawdor Brethren may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, a Cawdor Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Cawdor Brethren Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Cawdor polearm/autogun*20
Cawdor polearm/blunderbuss with grape & purgation shot*40
- Emperor's Wrath rounds+35
Reclaimed autogun10
Sawn-off shotgun with scatter shot15
PISTOLS
Hand flamer75
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (autogun/flamer)110
Flamer130
Long rifle30
CLOSE COMBAT WEAPONS
Axe10
Cleaver20
Fighting knife15
Flail20
Greatsword*40
Heavy club15
Maul (club)10
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Flak armour10
Gutterforged cloak15
PERSONAL EQUIPMENT
Bomb delivery rats30
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Mono-sight (basic,special & heavy weapons only)†35

RAW ✔️ House of Faith, p40

Bonepicker (Juve)

MWSBSSTWIALdClWilInt
6"5+5+3313+18+8+8+9+

Special Rules: Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve)

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of House Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Cawdor or Redemptionist Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Specialist, or a Redemptionist Specialist, as the controlling player chooses.

When a fighter is promoted in this way, they will from now on count as a Specialist of the chosen type for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist) and Fast Learner special rules and gain all the special rules associated with either a Cawdor Specialist, or a Redemptionist Specialist, as appropriate.

Note that when a fighter is promoted in this way, an appropriate model should be used to represent their new category and type.

Fast Learner: During Campaign play, when this fighter gains a characteristic advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Pious: A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately reroll that Cool check.

Devout Masses (Juve): At the end of the Choose Crew step of the pre-battle sequence, D3 additional Juves that have this special rule may be added to the starting crew. These fighters may be added to the starting crew even if doing so increases the size of the starting crew beyond that given by the scenario.

Skill Access

A Bonepicker has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
Secondary-Secondary-Primary----
Equipment

A Bonepicker may purchase weapons and Wargear from the Bonepicker equipment list:

  • During the course of a campaign, a Bonepicker may be given additional weapons purchased from this list.
  • In addition, during a campaign a Bonepicker may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Bonepicker Equipment List

Weapons
ItemCredits
PISTOLS
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Axe10
Cleaver20
Fighting knife15
Flail20
Heavy club15
Maul (club)10
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Flak armour10
Gutterforged cloak15
PERSONAL EQUIPMENT
Bomb delivery rats30
Filter plugs10
Skinblade10
Strip kit15

RAW ✔️ House of Faith, p44

Redemptionist Fighters

Redemptor Priest (Leader)

MWSBSSTWIALdClWilInt
5"3+4+3324+25+6+4+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow

Special Rules

Gang Leader: A House Cawdor gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader).

Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly House Cawdor fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

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 House Cawdor fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check.

The Path We Follow: As gang leader, this fighter must choose a particular Path of Faith for their gang to follow when they are added to the gang.

Skills: When recruited, a Redemptor Priest may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Cawdor Word-Keeper has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
-SecondaryPrimary-SecondaryPrimary-SecondaryPrimary
Equipment

A Redemptor Priest may purchase weapons and Wargear from the Redemptor Priest equipment list:

  • During the course of a campaign, a Redemptor Priest may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Redemptor Priest has no restrictions upon the types of weapon they can take; all weapon types are available.

Redemptor Priest Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
- Master-crafted5
- With exterminator15
Shotgun with solid & scatter ammo30
- With exterminator15
- Executioner ammo20
- Inferno ammo15
- Retributor ammo20
PISTOLS
Autopistol10
- Master-crafted5
Hand flamer75
Stub gun5
- Dumdum rounds5
SPECIAL WEAPONS
Fire pike140
Grenade launcher with frag & krak grenades65
- Photon flash grenades15
- Smoke grenades15
HEAVY WEAPONS
Heavy flamer*195
CLOSE COMBAT WEAPONS
Chainaxe30
- With exterminator15
- Master-crafted5
Chainsword25
- Master-crafted5
Eviscerator*90
- Master-crafted20
Fighting knife15
Wargear
ItemCredits
GRENADES
Blasting charges35
Choke gas grenades50
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Incombustible hauberk20
Mesh armour15
FIELD ARMOUR
Hexagrammic fetish35
Refractor field50
PERSONAL EQUIPMENT
Book of the Redemption50
Cult icon40
Drop rig10
Filter plugs10
Photo-goggles35
Pyromantic mantle45
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Infra-sight (any ranged weapon)†40
Mono-sight (basic, special & heavy weapons only)†35
STATUS ITEMS: EXOTIC BEASTS
0-3 Cherub-servitors55
STATUS ITEMS: SERVO SKULLS
Gun skull65
Medi skull80
Sensor skull60

RAW ✔️ House of Faith, p34

Redemptionist Deacon (Champion)

MWSBSSTWIALdClWilInt
5"4+3+3324+26+6+5+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly House Cawdor fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

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 House Cawdor fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check.

Fanatical Fervour: Once per battle, when this fighter performs a Charge (Double) action, this fighter may double their Attacks characteristic. However, when they do so, each Hit roll made suffers a -1 modifier.

Skills: When recruited, a Redemptionist Deacon may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Redemptionist Deacon has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
SecondaryPrimaryPrimary-SecondarySecondary--Primary
Equipment

A Redemptionist Deacon may purchase weapons and Wargear from the Redemptionist Deacon equipment list:

  • During the course of a campaign, a Redemptionist Deacon may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Redemptionist Deacon has no restrictions upon the types of weapon they can take; all weapon types are available.

Redemptionist Deacon Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
- Master-crafted+5
- With exterminator+15
Shotgun with solid & scatter ammo30
- With exterminator+15
- Inferno ammo+15
- Retributor ammo+20
PISTOLS
Autopistol10
- Master-crafted+5
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Fire pike140
Grenade launcher with frag & krak grenades65
- Photon flash grenades+15
- Smoke grenades+15
HEAVY WEAPONS
Heavy flamer*195
CLOSE COMBAT WEAPONS
Chainaxe30
- With exterminator+15
- Master-crafted+5
Chainsword25
Eviscerator*90
- Master-crafted+20
Fighting knife15
Wargear
ItemCredits
GRENADES
Blasting charges35
Choke gas grenades50
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Flak armour10
Incombustible hauberk20
Mesh armour15
FIELD ARMOUR
Hexagrammic fetish35
PERSONAL EQUIPMENT
Cult icon40
Drop rig10
Filter plugs10
Photo-goggles35
Pyromantic mantle45
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Infra-sight (any ranged weapon)†40
Mono-sight (basic, special & heavy weapons only)†35
STATUS ITEMS: EXOTIC BEASTS
0-3 Cherub-servitors55
STATUS ITEMS: SERVO SKULLS
Gun skull65

RAW ✔️ House of Faith, p38

Redemptionist Brethren (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+18+6+6+9+

Special Rules: Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Redemptionist Specialist): When the gang is founded, a single Ganger (Cawdor Brethren or Redemptionist Brethren) can be promoted to become a Specialist (Cawdor or Redemptionist, as appropriate). During Campaign play, additional Redemptionist Brethren may become Redemptionist Specialists by spending Experience (XP), as described in the campaign rules. A Redemptionist Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills.

Tools of the Trade (Redemptionist Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check.

Skill Access

A Redemptionist Specialist has access to the following skill sets (note however that a Redemptionist Brethren may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
-SecondaryPrimary-Primary---Secondary
Equipment

Redemptionist Brethren and Redemptionist Specialists may purchase weapons and Wargear from the Redemptionist Brethren equipment list:

  • During the course of a campaign, both Redemptionist Brethren and Redemptionist Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Redemptionist Brethren and Redemptionist Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Redemptionist Brethren may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, a Redemptionist Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Redemptionist Brethren Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
- With exterminator+15
Shotgun with solid & scatter ammo30
- With exterminator+15
- Inferno ammo+15
- Retributor ammo+20
PISTOLS
Autopistol10
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (autogun/flamer)110
Fire pike140
Grenade launcher with frag & krak grenades65
- Photon flash grenades+15
- Smoke grenades+15
CLOSE COMBAT WEAPONS
Chainaxe30
- With exterminator+15
Eviscerator*90
Fighting knife15
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Flak armour10
Incombustible hauberk20
FIELD ARMOUR
Hexagrammic fetish35
PERSONAL EQUIPMENT
Drop rig10
Filter plugs10
Photo-goggles35
Pyromantic mantle45
Respirator15
Skinblade10
Strip kit15
WEAPON ACCESSORIES
Mono-sight (basic, special & heavy weapons only)†35

RAW ✔️ House of Faith, p42

Zealot (Juve)

MWSBSSTWIALdClWilInt
6"4+5+3313+18+7+8+9+

Special Rules: Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fanatical

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of House Cawdor gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Redemptionist Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Specialist, or a Redemptionist Specialist, as the controlling player chooses.

When a fighter is promoted in this way, they will from now on count as a Redemptionist Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed and Fast Learner special rules and gain all the special rules associated with a Redemptionist Specialist.

Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Fast Learner: During campaign play, when this fighter gains a characteristic advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Fanatical: A zealous follower of Redemptionist teachings, this fighter embodies the extreme beliefs of their cult, embracing the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check.

Skill Access

A Zealot has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
--Secondary-Primary---Secondary
Equipment

A Zealot may purchase weapons and Wargear from the Zealot equipment list:

  • During the course of a campaign, a Zealot may be given additional weapons purchased from this list.
  • In addition, during a campaign a Zealot may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Zealot Equipment List

Weapons
ItemCredits
PISTOLS
Autopistol10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Eviscerator*90
Fighting knife15
Two-handed axe*25
- With exterminator+15
Two-handed hammer*35
- With exterminator+15
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Flak armour10
Incombustible hauberk20
FIELD ARMOUR
Hexagrammic fetish35
PERSONAL EQUIPMENT
Drop rig10
Filter plugs10

RAW ✔️ House of Faith, p46

Exotic Beasts

Sheen Bird (Exotic Beast)

MWSBSSTWIALdClWilInt
6"4+6+3213+28+7+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Beak & Talons-E--S-12-Melee, Rending

Special Rules: Flight, Bate, Rake Away

Special Rules

Flight: A Sheen Bird ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Bate: When the owning fighter activates, the Sheen Bird will attempt to charge an enemy fighter even if the owning fighter does not wish it to. Make a Willpower check for the owning fighter, if this check is failed, the Sheen Bird must perform a Charge (Double) action, during which it must move towards the closest enemy fighter. If the check is passed, the Sheen Bird activates as normal.

Rake Away: At the end of the Sheen Bird's activation, if the owner is Standing and Active or Prone and Pinned, they may choose to make a Willpower check. If this check is passed, the Sheen Bird will immediately make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owner. If the check is failed, the Sheen Bird does not make this free action and stays where it is.

Skill Access

Should a Sheen Bird become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
Secondary---Primary----
Equipment

A Sheen Bird may not purchase weapons or Wargear. A Sheen Bird is armed with a Beak & Talons.

RAW ✔️ House of Faith, p49

Cherub-servitor (Exotic Beast)

MWSBSSTWIALdClWilInt
5"5+6+2213+17+5+5+9+
Rg SRg LAc SAc LSAPDAmTraits
Unarmed attack-E--S-1--

Special Rules: Flight, Bodyguard, Focus of Faith, Small Target, Nimble

Special Rules

Flight: A Cherub-servitor ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Bodyguard: If a Cherub-servitor's owner is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Cherub-servitor within 2" of the owner.

Focus of Faith: When generating Faith dice, the gang may re-roll one D6 for each friendly Cherub-servitor that is on the battlefield and that is not Seriously Injured or Fleeing during that End phase.

Small Target: Cherub-servitors are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Cherub-servitors suffer a -1 hit modifier. In addition, a Cherub-servitor is never a potential target when working out the effects of a Stray Shot.

Nimble: Cherub-servitors have almost preternatural reflexes, seemingly sensing danger before they strike. A Cherub-servitor has a save of 4+, which is never modified by Armour Piercing.

Skill Access

Should a Cherub-servitor become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
Secondary--Primary-----
Equipment

A Cherub-servitor may not purchase weapons or Wargear. A Cherub-servitor carries no weapons and will always make unarmed attacks.

RAW ✔️ House of Faith, p50

Brutes

0-1 Cawdor Stig-shambler (Brute)

MWSBSSTWIALdClWilInt
4"4+4+5444+29+8+9+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Heavy club-E--S-2-Concussion, Melee
and either
Twin-linked heavy stubber20"40"--14-124+Rapid Fire (3), Twin-linked, Unwieldy
or
Heavy flamer (+70 credits)T---5-215+Blaze, Template, Unwieldy

Wargear: Flak armour Special Rules: Intelligent Control, Move and Shoot

Special Rules

Intelligent Control: This fighter may immediately re-roll any failed Leadership, Cool, Willpower or Intelligence check.

Move and Shoot: This fighter may fire an Unwieldy weapon as a Basic action rather than a Double action. However, doing so confers an additional -1 to hit modifier.

Skill Access

A Cawdor Stig-shambler has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPiety
-PrimarySecondarySecondary---Primary-
Weapons

A Cawdor Stig-shambler is armed with a heavy club and a twin-linked heavy stubber. All Cawdor Stig-shamblers are equipped with flak armour.

Options

  • A Cawdor Stig-shambler may replace its twin-linked heavy stubber with a:
    • Heavy flamer +70 credits

RAW ✔️ House of Faith, p62

Wasteland Additional Rules

Wasteland Gang Composition

A House Cawdor gang follows the standard rules for Wasteland Gang Composition.

All fighters (except crew) have access to the Wasteland Gang Equipment List.

Cawdor Road Preacher (Crew)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+7+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful

Special Rules

Gang Fighter (Crew): Models with this special rule form the backbone of House Cawdor gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Vehicle Crew: A Cawdor Road Preacher must always be equipped with a vehicle.

Pious: A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check.

One of the Faithful: If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith.

Skill Access

A Cawdor Road Preacher has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

A Cawdor Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons from the Cawdor Road Preacher equipment list.

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

Cawdor Road Preacher Equipment List

Vehicles
ItemCredits
Custom VehicleVariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Hand flamer75
Reclaimed autopistol5
Stub gun5
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Bio-booster35
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p100

Redemptionist Road Preacher (Crew)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+8+6+6+9+

Special Rules: Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful

Special Rules

Gang Fighter (Crew): Models with this special rule form the backbone of House Cawdor gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Vehicle Crew: A Redemptionist Road Preacher must always be equipped with a vehicle.

Fanatical: A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check.

One of the Faithful: If this model is neither Wrecked or Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith.

Skill Access

A Redemptionist Road Preacher has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

A Redemptionist Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons from the Redemptionist Road Preacher equipment list.

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

Redemptionist Road Preacher Equipment List

Vehicles
ItemCredits
Custom VehicleVariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol10
Hand flamer75
Stub gun5
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Bio-booster35
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p101

Cawdor Vehicle Equipment

RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p123

All vehicles in a Cawdor gang add the following to their equipment lists:

Cawdor Vehicle Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Reclaimed autogun10
SPECIAL WEAPONS
Fire pike140
Flamer130
HEAVY WEAPONS
Cawdor heavy crossbow with frag & krak shells125
Heavy flamer195
Wargear
ItemCredits
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic and Special Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35