Skip to main content

Corpse Grinder Cult

Fighters

130 credits

Butcher (Leader)

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

Skills: 1 Primary (custom).
Wargear: Mask (Butcher), plate mail armour.
Restrictions: Close Combat.

First to the Fray

Charge distance is Move + D6” (instead of D3”).

Mask (Butcher)

  • 6+ save (unmodifiable by AP).
  • Terrifying.
  • Can't be improved by other armour.

Terrifying

Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation.

Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking)

If everyone agrees, apply this optional special rule: Can make a Willpower test when activating:

  • +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation.
  • Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound.
  • Fail: Suffer an Injury roll.
90 credits

Cutter (Champion)

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

Skills: 1 Primary (custom).
Wargear: Mask (Cutter), plate mail armour.
Restrictions: Close Combat.

Dervish

Extend LoS to 360° when making Fight (Basic) action with Versatile weapons.

Mask (Cutter)

  • +1 save modifier.
  • Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery).
  • Terrifying.

Terrifying

Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation.

Blessed by the Lord of Skin and Sinew: Invoke the Dark Gods (Sump City Sinking)

If everyone agrees, apply this optional special rule: Can make a Willpower test when activating:

  • +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation.
  • Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound.
  • Fail: Suffer an Injury roll.
40 credits

Skinner (Ganger)

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

Skills: Berserker (+1A when charging).
Wargear: Mask (Skinner), plate mail armour.
Restrictions: Close Combat.

Mask (Skinner)

  • +1 save modifier.
  • Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery).
  • Fearsome.
25 credits

Initiate (Juve)

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

Skills: Infiltrate.
Wargear: Mask (Initiate), Flak armour.
Restrictions: None.

Mask (Initiate)

  • +1 save modifier.
  • Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery).
House Rules
  • Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double.
  • Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test.
35 credits

Corpse Grinder Cult Road-Initiate (Crew)

BSLdClWilInt
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.

Source: Apocrypha Necromunda: Feast of Heretics

Skill Access

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

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

A Van Saar Teknika must be equipped with a vehicle and they may purchase Wargear and weapons from the Van Saar Teknika equipment list.

  • During the course of a campaign, a Van Saar Teknika may be given additional Wargear from this list and the Trading Post.
  • During the course of a campaign, a Van Saar Teknika may be given additional weapons from this list and the Pistols section of the Trading Post.
  • A Van Saar Teknika 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.

Van Saar Teknika Equipment Lists


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

Skill Access

BrawnCombatCunningFerocityLeadershipSavagerySavant
LeaderPrimaryPrimary-SecondaryPrimarySecondarySecondary
ChampionPrimaryPrimarySecondarySecondarySecondaryPrimary-
GangerSecondaryPrimary-Secondary-Primary-
JuveSecondaryPrimary-Secondary-Secondary-

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 the campaign, gangs may gain new equipment, either by purchasing it from the gang’s House Equipment List or as a result of Scavenging. 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.
    • A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash.

Special Rules

In a Dominion Campaign, Corpse Grinder Cult gangs are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase.

Settlement Territories do not generate Juves; instead, each D6 roll of a 6 generates a free Initiate. If both of the D6s roll a 6, this becomes a single Skinner.

Despite their secret agenda, a Corpse Grinder Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, a Corpse Grinder Cult gang gains Enhanced Boons for a Corpse Farm Territory as if they were a Cawdor gang and from a Fighting Pit Territory as if they were a Goliath gang.

Outlaw

A Corpse Grinder Cult gang is automatically an Outlaw gang.

Agents Of Misrule

In a Law and Misrule Campaign, Corpse Grinder Cult gangs start aligned to Misrule. They cannot change their alignment over the course of the campaign.

Blessed by the Lord of Skin and Sinew

Designer's Commentary

Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign.

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 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.

Source: Apocrypha Necromunda: Sump City Sinking

Vehicle Equipment List

Source: Apocrypha Necromunda: Feast of Heretics

All vehicles in a Corpse Grinder Cult gang add the following to their equipment lists:

Weapons
ItemCredits
SPECIAL WEAPONS
Flamer140
HEAVY WEAPONS
Harpoon launcher110
Heavy flamer195
Wargear
ItemCredits
Feast Table60
Grisly Trophies45
Guild Of Coin Ridgehauler – New Cargo Load
ItemCredits
Refrigerated Container45

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
ItemCredits
Meat Grinder20