House Cawdor
House Cawdor Gang List
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:
- The Gang Hierarchy (X) special rule.
- 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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 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 Gang Leader: A House Cawdor gang must always include a single fighter with this special rule: 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': 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. A Cawdor Word-Keeper may purchase weapons and Wargear from the Cawdor Word-Keeper equipment list:Special Rules
Skill Access
Equipment
Cawdor Word-Keeper Equipment List
Weapons
Item Credits 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 autogun 10 Sawn-off shotgun with scatter shot 15 - Solid shot +10 PISTOLS Hand flamer 75 Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (autogun/flamer) 110 Flamer 130 Long rifle 30 - Master-crafted +5 HEAVY WEAPONS Cawdor heavy crossbow with frag & krak shells* 125 Heavy flamer* 195 Heavy stubber* 130 CLOSE COMBAT WEAPONS Axe 10 Chain glaive* 60 - Master-crafted +15 Cleaver 20 Fighting knife 15 - Master-crafted +5 Flail 20 Greatsword* 40 - Master-crafted +10 Heavy club 15 Maul (club) 10 Polearm* 30 Two-handed axe* 25 - Master-crafted +5 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Choke gas grenades 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Flak armour 10 Gutterforged cloak 15 Mesh armour 15 Scrap shield 15 PERSONAL EQUIPMENT Bomb delivery rats 30 Cult icon 40 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Mono-sight (basic, special & heavy weapons only)† 35 STATUS ITEMS: EXOTIC BEASTS 0-2 Sheen Birds 90
RAW ✔️ House of Faith, p32
Cawdor Firebrand (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior 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': 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. A Cawdor Firebrand may purchase weapons and Wargear from the Cawdor Firebrand equipment list:Special Rules
Skill Access
Equipment
Cawdor Firebrand Equipment List
Weapons
Item Credits 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 autogun 10 Sawn-off shotgun with scatter shot 15 - Solid shot +10 PISTOLS Hand flamer 75 Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (autogun/flamer) 110 Flamer 130 Long rifle 30 HEAVY WEAPONS Cawdor heavy crossbow with frag & krak shells* 125 Heavy flamer* 195 Heavy stubber* 130 CLOSE COMBAT WEAPONS Axe 10 Chain glaive* 60 Cleaver 20 Fighting knife 15 - Master-crafted +5 Flail 20 Greatsword* 40 - Master-crafted +10 Heavy club 15 Maul (club) 10 Polearm* 30 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Choke gas grenades 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Flak armour 10 Gutterforged cloak 15 Scrap shield 15 PERSONAL EQUIPMENT Bomb delivery rats 30 Cult icon 40 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Mono-sight (basic, special & heavy weapons only)† 35 STATUS ITEMS: EXOTIC BEASTS 0-2 Sheen Birds 90
RAW ✔️ House of Faith, p36
Cawdor Way Brethren (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 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 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. 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:Special Rules
Skill Access
Equipment
Cawdor Way-Brethren Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Cawdor charger/autogun* 25 Cawdor charger/blunderbuss with grape & purgation shot* 45 Cawdor charger/flamer* 145 Sawn-off shotgun with scatter shot 15 - Solid-shot +10 PISTOLS Hand crossbow 10 Hand flamer 75 Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Axe 10 Flail 20 Fighting knife 15 Frag lance 35 Krak lance 50 Maul (club) 10 Stun lance 30 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Flak armour 10 Gutterforged cloak 15 PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Mono-sight (basic, special & heavy weapons only)† 35
RAW ✔️ The Aranthian Succession – Vaults of Temenos, p102
Cawdor Brethren (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger) 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. Cawdor Brethren and Cawdor Specialists may purchase weapons and Wargear from the Cawdor Brethren equipment list:Special Rules
Skill Access
Equipment
Cawdor Brethren Equipment List
Weapons
Item Credits BASIC WEAPONS Cawdor polearm/autogun* 20 Cawdor polearm/blunderbuss with grape & purgation shot* 40 - Emperor's Wrath rounds +35 Reclaimed autogun 10 Sawn-off shotgun with scatter shot 15 PISTOLS Hand flamer 75 Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (autogun/flamer) 110 Flamer 130 Long rifle 30 CLOSE COMBAT WEAPONS Axe 10 Cleaver 20 Fighting knife 15 Flail 20 Greatsword* 40 Heavy club 15 Maul (club) 10 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Flak armour 10 Gutterforged cloak 15 PERSONAL EQUIPMENT Bomb delivery rats 30 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Mono-sight (basic,special & heavy weapons only)† 35
RAW ✔️ House of Faith, p40
Bonepicker (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ |
Special Rules: Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve) 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. A Bonepicker may purchase weapons and Wargear from the Bonepicker equipment list:Special Rules
Skill Access
Equipment
Bonepicker Equipment List
Weapons
Item Credits PISTOLS Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Axe 10 Cleaver 20 Fighting knife 15 Flail 20 Heavy club 15 Maul (club) 10 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Flak armour 10 Gutterforged cloak 15 PERSONAL EQUIPMENT Bomb delivery rats 30 Filter plugs 10 Skinblade 10 Strip kit 15
RAW ✔️ House of Faith, p44
Redemptionist Fighters
Redemptor Priest (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 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 Gang Leader: A House Cawdor gang must always include a single fighter with this special rule: 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': 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. A Redemptor Priest may purchase weapons and Wargear from the Redemptor Priest equipment list:Special Rules
Skill Access
Equipment
Redemptor Priest Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 - Master-crafted 5 - With exterminator 15 Shotgun with solid & scatter ammo 30 - With exterminator 15 - Executioner ammo 20 - Inferno ammo 15 - Retributor ammo 20 PISTOLS Autopistol 10 - Master-crafted 5 Hand flamer 75 Stub gun 5 - Dumdum rounds 5 SPECIAL WEAPONS Fire pike 140 Grenade launcher with frag & krak grenades 65 - Photon flash grenades 15 - Smoke grenades 15 HEAVY WEAPONS Heavy flamer* 195 CLOSE COMBAT WEAPONS Chainaxe 30 - With exterminator 15 - Master-crafted 5 Chainsword 25 - Master-crafted 5 Eviscerator* 90 - Master-crafted 20 Fighting knife 15 Wargear
Item Credits GRENADES Blasting charges 35 Choke gas grenades 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Incombustible hauberk 20 Mesh armour 15 FIELD ARMOUR Hexagrammic fetish 35 Refractor field 50 PERSONAL EQUIPMENT Book of the Redemption 50 Cult icon 40 Drop rig 10 Filter plugs 10 Photo-goggles 35 Pyromantic mantle 45 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (basic, special & heavy weapons only)† 35 STATUS ITEMS: EXOTIC BEASTS 0-3 Cherub-servitors 55 STATUS ITEMS: SERVO SKULLS Gun skull 65 Medi skull 80 Sensor skull 60
RAW ✔️ House of Faith, p34
Redemptionist Deacon (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour 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': 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. A Redemptionist Deacon may purchase weapons and Wargear from the Redemptionist Deacon equipment list:Special Rules
Skill Access
Equipment
Redemptionist Deacon Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 - Master-crafted +5 - With exterminator +15 Shotgun with solid & scatter ammo 30 - With exterminator +15 - Inferno ammo +15 - Retributor ammo +20 PISTOLS Autopistol 10 - Master-crafted +5 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Fire pike 140 Grenade launcher with frag & krak grenades 65 - Photon flash grenades +15 - Smoke grenades +15 HEAVY WEAPONS Heavy flamer* 195 CLOSE COMBAT WEAPONS Chainaxe 30 - With exterminator +15 - Master-crafted +5 Chainsword 25 Eviscerator* 90 - Master-crafted +20 Fighting knife 15 Wargear
Item Credits GRENADES Blasting charges 35 Choke gas grenades 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Flak armour 10 Incombustible hauberk 20 Mesh armour 15 FIELD ARMOUR Hexagrammic fetish 35 PERSONAL EQUIPMENT Cult icon 40 Drop rig 10 Filter plugs 10 Photo-goggles 35 Pyromantic mantle 45 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (basic, special & heavy weapons only)† 35 STATUS ITEMS: EXOTIC BEASTS 0-3 Cherub-servitors 55 STATUS ITEMS: SERVO SKULLS Gun skull 65
RAW ✔️ House of Faith, p38
Redemptionist Brethren (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ |
Special Rules: Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical 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. Redemptionist Brethren and Redemptionist Specialists may purchase weapons and Wargear from the Redemptionist Brethren equipment list:Special Rules
Skill Access
Equipment
Redemptionist Brethren Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 - With exterminator +15 Shotgun with solid & scatter ammo 30 - With exterminator +15 - Inferno ammo +15 - Retributor ammo +20 PISTOLS Autopistol 10 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (autogun/flamer) 110 Fire pike 140 Grenade launcher with frag & krak grenades 65 - Photon flash grenades +15 - Smoke grenades +15 CLOSE COMBAT WEAPONS Chainaxe 30 - With exterminator +15 Eviscerator* 90 Fighting knife 15 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Flak armour 10 Incombustible hauberk 20 FIELD ARMOUR Hexagrammic fetish 35 PERSONAL EQUIPMENT Drop rig 10 Filter plugs 10 Photo-goggles 35 Pyromantic mantle 45 Respirator 15 Skinblade 10 Strip kit 15 WEAPON ACCESSORIES Mono-sight (basic, special & heavy weapons only)† 35
RAW ✔️ House of Faith, p42
Zealot (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ |
Special Rules: Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fanatical 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 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. A Zealot may purchase weapons and Wargear from the Zealot equipment list:Special Rules
either a Cawdor Specialist, or a Redemptionist Specialist, as the controlling player chooses.Skill Access
Equipment
Zealot Equipment List
Weapons
Item Credits PISTOLS Autopistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Eviscerator* 90 Fighting knife 15 Two-handed axe* 25 - With exterminator +15 Two-handed hammer* 35 - With exterminator +15 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Flak armour 10 Incombustible hauberk 20 FIELD ARMOUR Hexagrammic fetish 35 PERSONAL EQUIPMENT Drop rig 10 Filter plugs 10
RAW ✔️ House of Faith, p46
Exotic Beasts
Sheen Bird (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Beak & Talons | - | E | - | - | S | -1 | 2 | - | Melee, Rending |
Special Rules: Flight, Bate, Rake Away 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. A Sheen Bird may not purchase weapons or Wargear. A Sheen Bird is armed with a Beak & Talons.Special Rules
Skill Access
Equipment
RAW ✔️ House of Faith, p49
Cherub-servitor (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ |
| Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | |
|---|---|---|---|---|---|---|---|---|---|
| Unarmed attack | - | E | - | - | S | - | 1 | - | - |
Special Rules: Flight, Bodyguard, Focus of Faith, Small Target, Nimble 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. A Cherub-servitor may not purchase weapons or Wargear. A Cherub-servitor carries no weapons and will always make unarmed attacks.Special Rules
Skill Access
Equipment
RAW ✔️ House of Faith, p50
Brutes
0-1 Cawdor Stig-shambler (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Heavy club | - | E | - | - | S | - | 2 | - | Concussion, Melee |
| and either | |||||||||
| Twin-linked heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 2 | 4+ | Rapid Fire (3), Twin-linked, Unwieldy |
| or | |||||||||
| Heavy flamer (+70 credits) | T | - | - | - | 5 | -2 | 1 | 5+ | Blaze, Template, Unwieldy |
Wargear: Flak armour
Special Rules: Intelligent Control, Move and Shoot 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. 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.Special Rules
Skill Access
Weapons
Options
RAW ✔️ House of Faith, p62
Wasteland Additional Rules
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)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful 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. A Cawdor Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons from the Cawdor Road Preacher equipment list.Special Rules
Skill Access
Equipment
Cawdor Road Preacher Equipment List
Vehicles
Item Credits Custom Vehicle Variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Hand flamer 75 Reclaimed autopistol 5 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Bio-booster 35 Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ The Aranthian Succession – Vaults of Temenos, p100
Redemptionist Road Preacher (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 8+ | 6+ | 6+ | 9+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful 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. A Redemptionist Road Preacher must be equipped with a vehicle and they may purchase Wargear and weapons from the Redemptionist Road Preacher equipment list.Special Rules
Skill Access
Equipment
Redemptionist Road Preacher Equipment List
Vehicles
Item Credits Custom Vehicle Variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 10 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Bio-booster 35 Filter plugs 10 Photo-goggles 35 Respirator 15
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
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Reclaimed autogun | 10 |
| SPECIAL WEAPONS | |
| Fire pike | 140 |
| Flamer | 130 |
| HEAVY WEAPONS | |
| Cawdor heavy crossbow with frag & krak shells | 125 |
| Heavy flamer | 195 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
| Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |