TEXT: BACK FROM THE DEAD
  fighters a second chance – especially if they have
  died ignominiously, perhaps even in their first
  battle. Resurrection Packages are also great
  storytelling tools for the Arbitrator, and with a
  little bit of work, entire campaigns can be built
  around them.
  Over the next few pages, you'll find eight
  Resurrection Packages to pick from (kind of like
  holiday packages, but with less sun, sea and sand
  and more dubious pacts). Will you choose the
  technological wonder that is the Archeo-rebirth
  package? Perhaps you'd prefer a Xenos-
  resurrection? Maybe your leader had a pact with
  a darker power and has come back to life
  possessed by a Daemon. You could even roll
  randomly to see what pact you receive, or the
  campaign Arbitrator could pick it for you as part
  of an ongoing story for your gang. Just remember,
  though – you only live twice …
  THE BOOK OF
  RUIN
  Continue your
  underhive
  campaign with the
  Book of Ruin. Inside
  you'll find rules for
  Chaos and
  Genestealer cults,
  new trading posts,
  more Arbitrator
  tools for running
  campaigns and
  eighteen new
  scenarios.
  ife is cheap on Necromunda, and death
  is always waiting just around the corner
  – usually with a renderizer in its meaty
  fists. But occasionally, dead isn’t dead,
  and when a ganger buys it, sometimes, just
  sometimes, they come back. For whatever reason,
  be it unfinished business, alien tech or warp
  sorcery, the ganger has clawed their way out of
  the grave and returned to their gang. Of course,
  no one comes back from the beyond without
  paying the price, and no one comes back quite
  the same as before.
  RESURRECTION PROTOCOLS INITIATED
  Resurrection Packages are a set of optional
  campaign rules for Arbitrators to introduce into
  their campaigns should they wish. They give
  players an opportunity to bring valued fighters
  back from the dead and return them to the ranks
  of their gang – but at a cost. They're a way to give
  Death got you down? Has your Leader, Champion or favourite gang member caught a bolt
  round to the skull, a chainsaw to the neck or fallen from an extreme height? Are they in
  dire need of technological, alien or supernatural intervention? Well, if so, then read on …
  BACK FROM THE DEAD
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  NECROMUNDA RESURRECTION PACKAGES
  Resurrection Packages are a tool for the Arbitrator and
  can be used whenever a fighter is killed (i.e. they roll a
  Memorable Death result on the Lasting Injuries table, or
  die because of an untreated Critical Injury). As a general
  rule, Resurrection Packages should be reserved for
  important fighters, like gang Leaders and Champions.
  After all, why bring a Juve back from the dead? There’s
  always plenty more where they came from! When the
  chosen Leader or Champion dies, the player can ask
  the Arbitrator if they can use a Resurrection Package,
  or the Arbitrator can offer the player a chance to bring
  them back. Either the Arbitrator or player then chooses
  what kind of resurrection has taken place, and its effects
  are applied to the fighter. In all cases, the fighter is then
  restored to life and returned to the player’s gang roster
  ready for the next battle, just as if they had rolled an Out
  Cold result on the Lasting Injury table.
  Unless the Arbitrator has a particular kind of campaign
  in mind, it is recommended that each player only ever
  have one fighter with a Resurrection Package at a time,
  and fighters only use the option once. If one player in the
  campaign has access to Resurrection Packages, then all
  players can use them.
  Coming back from the dead, of course, is not without its
  consequences, and each Resurrection Package includes
  three special rules: the Benefits, the Price, and the
  End Game.
  BENEFITS
  Returning to a gang resurrected by alien technology,
  warp energy or the neuron plague has its benefits.
  While the fighter might be changed in some irrevocable
  way, it does mean they are probably tougher, more
  frightening or gifted with new and potent abilities. Each
  Resurrection Package bestows upon the fighter one or
  more Benefits, and they will be listed in this section.
  PRICE
  Returning from the grave always comes at a cost. The
  fighter might owe a powerful organisation a debt that
  can only be repaid with blood, or perhaps their body is
  no longer their own, its flesh slowly being consumed by
  ancient archeotech or warp entities. Each Resurrection
  Package comes with a Price that must be paid, and this
  will be listed in this section.
  END GAME
  Resurrection is, at best, a temporary method of staving
  off the cold embrace of death. A fighter who comes back
  from the dead does so for a reason, and it is a reason that
  cannot be ignored. Whether it is getting revenge on their
  killer, spreading a zombie virus or sacrificing captives to
  the Dark Gods, each Resurrection Package has its own
  End Game, and this will be listed in this section.
  NEW RULES
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  ARCHEO-REBIRTH
  There are secrets that are best left in the past, secrets
  of iron and the turning wheel that belong to a long-past
  Dark Age. Once there were machines that could ape the
  thoughts of man, devices that could unravel matter and
  even halt the rotation of life into death. Such secrets exist
  now in only the most shunned scraps of techno-mythos.
  But down in the depths of Necromunda, where the past
  still dreams in the underworld, it is said that the machine
  spectres of bio-ferrum infusion, nerve tendril merger and
  Sarcosan wave generators can still be found.
  Benefits: A living piece of abominable technology has
  affixed itself to the fighter’s body, burrowing mecha-
  tendrils deep inside their flesh. If the wearer suffers a
  Lasting Injury result of Humiliated, Head Injury, Eye
  Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled,
  they count the result as Out Cold instead. Each time the
  fighter avoids a Lasting Injury in this way, make a note
  of it.
  Price: Whatever dark technology is keeping the
  fighter alive has also burrowed its way into their brain.
  Whenever the fighter activates, they must roll a D6. If the
  result is equal to or less than the total number of times
  they have avoided a Lasting Injury (see Benefits) they
  gain the Insane Condition.
  End Game: Eventually the fighter will become more
  machine than human. If the fighter has ever avoided 6
  Lasting Injuries since taking this Resurrection Package
  (see Benefits), they vanish into the underhive never to
  be seen again, and the player must remove them from
  their gang roster.
  A DEBT OF BLOOD
  There are few things that create loyalty like the gift of
  unexpected life. The moment when souls believe they
  will plunge into the abyss but then find themselves still
  hanging by a thread is a moment that the powerful can
  use to create servants who will be loyal for the rest of their
  lives. For some it is a gunshot that they thought would end
  their lives but instead saw their killers dead at the hands
  of an angel with a smile and an offer. No matter what, a
  debt of blood is a path back to a life lived still at the end of
  a string.
  Benefits: When this Resurrection Package is chosen,
  the Arbitrator or the player must choose a Criminal,
  Guild or Noble ally. The fighter’s gang immediately
  enters into an alliance with the chosen faction, forsaking
  all other allies. While the resurrected fighter is alive,
  the gang will always be allied to the chosen faction. In
  addition, extra fighters gained from the allies (i.e. Guild
  representatives or Criminal allies, etc.) ignore the Band
  Apart rules, and so count as part of the fighter’s gang,
  can gain experience (using the gang’s skill tables for skill
  advances) and suffer Lasting Injuries.
  Price: The fighter’s gang must change their alignment
  to match that of their new allies (i.e. if they were a Law
  Abiding gang and a Criminal alliance was made, they
  must become an Outlaw gang). In addition, the fighter’s
  gang can never voluntarily Test the Alliance with their
  new allies.
  End Game: The cost levied by the allies is always a
  hefty one. After each battle the fighter’s gang wins, the
  fighter must either hand themselves over to their allies,
  or give up a gang member (not including hired guns or
  fighters gained through their allies). The chosen fighter
  is removed from the gang roster. This continues until the
  fighter surrenders to their allies.
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  NEW RULES
  DARK PACT
  There are things that listen to the dreams and fears of
  mortals, things that live beyond the shadow line that
  separates reality from that which lies beyond. Some call
  these things gods, others call them Daemons. In the
  depths of Hive Primus there are those that whisper of
  the Seven Pale Spinners, the Burning Ones, the Lord of
  Skin and Sinew and the Horned Darkness. No matter
  their name, or why mortals call to them, there is one truth
  to them: they listen. And should a lost soul desire to live
  beyond their allotted span, the Daemons and gods can
  grant that last wish … for a price.
  Benefits: The fighter may perform a Dark Ritual during
  the post-battle sequence, just as if they were part of a
  Helot Chaos Cult gang. If the fighter is already part of a
  Helot Chaos Cult gang then they may add 2 to the dice
  roll when performing Dark Rituals. In addition, they gain
  the Unsanctioned Psyker special rule and may generate
  a random psychic power from the Helot Chaos Cult
  psychic powers list.
  Price: The fighter’s gang cannot sell Captives to the
  Guild, and must instead sacrifice them to the Dark Gods,
  just as if they were a Helot Chaos Cult. If they are already
  part of a Helot Chaos Cult then this rule has no effects.
  In addition, the dark reputation of the fighter has gotten
  around, and the gang immediately become Outlaws.
  End Game: It is the will of the Dark Gods to bestow
  terrible gifts upon their servant. Once the fighter’s gang
  has sacrificed three Captives to the Ruinous Powers, the
  fighter is transformed into a Chaos Spawn, and may be
  retained by the gang, whether or not the gang is a Helot
  Chaos Cult.
  DAEMONIC POSSESSION
  Beyond the veil of reality, Daemons swim in the great
  ocean of emotion and nightmare that is the warp. Ever
  hungry for souls and the promise of reality, they seek
  for ways into the world of the living. Drawn to the living
  like insects to a candle flame, the Daemon can use the
  moment of death to slide into a body, consuming the last
  shreds of soul as it does, like a hatchling feeding on the
  yoke of its egg. Such a possession cannot last, for the
  Daemon’s grip on dead flesh is weak, but while it does
  last, they may walk in the realm of the living and sate their
  hunger for suffering and death.
  Benefits: There is a supernatural horror that emanates
  from the fighter, infecting all around them. The fighter
  gains the Fearsome skill if they do not have it, and
  enemy fighters must pass a Cool check to target
  them with ranged weapons. In addition, they gain the
  Unsanctioned Psyker special rule and may generate
  a random psychic power from the Helot Chaos Cult
  psychic powers list.
  Price: The Daemon within the fighter demands souls if
  it is to get stronger. During the post-battle sequence of
  every battle (whether the fighter was part of the player’s
  crew or not) they will lose a point of Toughness, unless
  they performed a Coup de Grace action during the
  battle or the player sacrifices one of their other fighters
  (a sacrificed fighter is killed just as if they had rolled a
  Memorable Death result on the Lasting Injury table). If
  the fighter’s Toughness ever reaches 0, they are dead
  for good.
  End Game: Once the Daemon has consumed its fill, it
  will no longer need the fighter, breaking free of the weak
  mortal vessel. Each time the fighter takes a soul (i.e.
  performs a Coup de Grace action or a friendly fighter
  is sacrificed) make a note. In the post-battle sequence,
  before deciding whether or not to sacrifice a friendly
  fighter (see Price) roll 2D6. If the result is equal to or lower
  than the number of souls the fighter has consumed, they
  are immediately killed as the Daemon breaks free.
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  REVENANT
  Revenge is a power that can deny the dead the peace of
  the grave. Driven by immortal hate, the revenant is a figure
  who lives again to perform one deed alone: to pull those
  that wronged them into death with them.
  Benefits: When this Resurrection Package is chosen,
  make a note of the enemy fighter responsible for the
  resurrected fighter’s death. If the fighter wasn’t killed by
  an enemy fighter (i.e. they fell to their death, etc.), then
  choose the Leader of the enemy gang the resurrected
  fighter was facing when they died. Whenever the
  resurrected fighter faces this chosen enemy, they may
  re-roll failed hit and wound rolls, as well as the Injury
  dice, when making attacks against them.
  Price: The fighter must try to kill their killer. Each time
  their gang doesn’t face the enemy’s gang in a battle
  (whether or not the chosen enemy is part of their
  opponent’s crew), they must roll a D6. On a 4+ they lose
  a point of Strength. If they are reduced to 0 Strength,
  they die and are removed from the gang roster.
  End Game: If the fighter ever kills their enemy (rolls a
  Memorable Death result on the Lasting Injury table or
  sends them to the Doc and they are not saved), then the
  fighter retires and is removed the gang roster. If their
  enemy is killed by someone else, or retires, they must
  choose a new fighter from the enemy fighter’s gang –
  this new fighter becomes their chosen enemy.
  CANNIBAL CORPSE
  The dead do not rest easy in the underhives of
  Necromunda. Zombie plagues have spread and multiplied.
  From the Widow Walkers of Hive Primus and Hive
  Quartus and the Rattle Shrouds of the wastes to the Pox
  Walkers that have all but overwhelmed Hive Mortis, all are
  hungering undead driven to spread their curse to others.
  Such fate is only to be feared, but a few desperate fighters
  might even seek to taint the flesh of a dying comrade so
  that they may walk again.
  Benefits: The fighter cannot be pinned, ignores Flesh
  Wounds and automatically passes any Cool checks they
  are required to take. In addition, while weapons with
  the Blaze trait can set them on fire, whilst subject to
  the Blaze condition, the fighter may act normally during
  their activation, rather than acting as described by the
  Blaze trait.
  Price: The fighter can only ever perform a single action
  in each of their activations, suffers a -4 hit with all
  weapons that do not have the Melee or Versatile trait,
  and must perform the Charge or Coup de Grace actions
  if able. They also cannot perform Group Activations with
  fighters who are not also zombies (see End Game).
  End Game: The fighter is inexorably driven to create
  more zombies. After each battle, one randomly
  determined fighter in the player’s gang becomes a
  zombie (see Price). Once a fighter is a zombie, they
  cannot be deleted from the gang roster during the
  post-battle sequence. Once every fighter in the gang
  is a zombie, it is disbanded, as they wander off into the
  underhive looking for fresh meat …
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  NEW RULES
  XENOS-RESURRECTION
  There are creatures who walked the stars when Mankind
  was less than a dream in the eye of ancient gods. To
  such beings, death is a puzzle long solved and a gift that
  now tempts humanity. From the Halo Devices brought
  from Calixis and Mandragora to the flesh mastery of the
  Drukhari Haemonculi and the metallic Solar Worms found
  in the black sands of dead worlds, there are ways back
  from death open to those who are willing to leave their
  humanity behind.
  Benefits: The fighter is not entirely human anymore.
  Each time the fighter suffers a Lasting Injury, the fighter
  counts the effect as Out Cold unless a Memorable Death
  or a Critical Injury was generated. When the fighter
  avoids a Lasting Injury in this way, however, the player
  must make a note.
  Price: Each time the fighter avoids a Lasting Injury,
  they permanently become more alien. All effects are
  cumulative. If they have survived 1 Lasting Injury, they
  cannot use or benefit from the Leading by Example rule.
  If they have survived 2 Lasting Injuries, they cannot
  make or take part in Group Activations. If they have
  survived 3 Lasting Injuries, they cannot be the target of
  friendly Gang Tactics. Finally, if they have survived 4 or
  more Lasting Injuries, then friendly fighters may never
  voluntarily be deployed or move within 3" of the fighter.
  End Game: Eventually the fighter’s humanity is
  consumed by the alien within, and they become
  something else entirely. Once the fighter has survived 4
  or more Lasting Injuries since taking the Resurrection
  Package, each time they suffer a new Lasting Injury they
  must roll 2D6. If the result of the dice roll is equal to or
  lower than the current number of Lasting Injuries they
  have survived, they immediately transform into a Beast’s
  Lair (or creature chosen by the Arbitrator) and will
  always attack the nearest fighters (friend or foe) on their
  activation (or move towards the nearest fighter if they
  are a creature). After the battle, permanently remove the
  fighter from the gang roster.
  SKIN-DEEP DOPPELGANGER
  The faces of the dead are masks that can be worn by the
  living. Remorphic aliens, witch-bred assassins, neuro-
  mimic cultists and other shape-changers may take the
  death of an individual as an opportunity to slip into the
  space left by the departed, wearing their face and life like
  a set of clothes while they pursue their own ends.
  Benefits: The fighter is not quite the same. When they
  are resurrected, the fighter may alter any skill advances
  they have received – effectively gaining back any spent
  experience points on skills and spending them again
  on new skills. When choosing skills, including their
  starting skill for being a Leader or Champion, they
  may choose from any skill category and not just those
  available to their gang.
  Price: Other members of the gang are a little unnerved
  by the Doppelganger. The fighter cannot make or
  participate in Group Activations, nor can they use or
  benefit from the Leading by Example rule.
  End Game: The fighter is following their own secret
  agenda. At the end of each battle the fighter takes part
  in, roll 3D6. If a double is rolled, the fighter disappears
  for a battle (effectively going into Recovery), while if
  a triple is rolled they vanish entirely and are removed
  from the gang’s roster.
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SOURCE: textdata/thevault/Warhammer/40k/Necromunda/04 Necromunda - 3rd Edition (2017)/Expansion Characters and More/Resurrection Packages.pdf