TEXT:  
   
  
   
  MERCENARIES 
   
   
  NECROMUNDAN GANGS FOR HIRE 
  The Adeptus Arbites, fighting alongside the freed prisoners
   
   
   
   
   
   
   
   
  of Fiorina Penitentiary 161 took back the Raaxaagh prison
   
   
   
   
   
   
   
   
   
  mining complex from the clutches of the genestealer cults.
   
   
   
   
   
   
   
   
   
  In doing so the arbites traded one devil for another. The
   
   
   
   
   
   
   
   
   
   
   
  freed prisoners that had once called Necromunda home
   
   
   
   
   
   
   
   
  setup shop within their former prison. From this well
   
   
   
   
   
   
   
   
   
  defended fortress, a turf war raged between these newly
   
    
   
   
   
   
   
   
  reforged gangs. Each needed a constant flow of supplies
   
   
   
    
   
   
   
   
  to gain an edge over their rivals, so the gangs sold their
   
   
   
   
   
   
   
   
   
   
   
   
  unique skill sets to the highest bidders.  
   
   
   
   
   
  6 
  
   
  HOUSE CAWDOR 
   
  HOUSE DELAQUE 
   
   
  House Cawdor is populated by scavengers, scrap farmers
   
    
   
   
   
   
   
  and bonepickers, bound together by the holy word of the
   
   
   
   
   
   
   
   
   
   
  Redemption.
  By
  far
  the
  most
  populous
  of
  the
   
   
   
   
   
   
   
   
  Necromundan Clan Houses, though also the poorest, the
   
   
   
   
   
   
   
   
  House of Cawdor sifts through the rubbish cast down from
   
   
   
   
   
   
   
   
   
   
  the hive city, finding treasure among the trash and trading
   
   
   
   
   
   
   
   
   
   
  it back to its former owners. It is both a distasteful but vital
   
   
   
   
   
     
    
   
   
   
  role within the ecology of the hive cities, but one the House
   
   
   
   
   
   
   
   
   
   
   
   
  has jealously claimed as its own. 
   
  Other houses and their gangs tend to look down on House
   
   
   
   
   
   
   
   
   
   
   
  Cawdor, though the smart ones never underestimate
   
   
   
   
   
   
   
  them. They might not carry the biggest guns or most
   
   
   
   
   
   
   
   
   
   
  advanced tech, and individual Cawdor Gangers might be
   
   
   
   
   
   
   
   
  on the scrawny and undernourished side (even by the
   
   
   
   
   
   
   
   
   
  dismal standards of Necromunda), but they fight with the
   
   
   
   
   
   
   
   
   
  fury of believers, and like rats, for every one you can see
   
   
   
   
   
   
   
   
   
   
   
   
  there are three more lurking in the shadows. 
   
  House Delaque deal in information and secrets, operating
   
   
   
   
   
   
   
   
  from
  the
  shadows
  while
  other
  Clan Houses proudly
   
   
   
   
   
   
   
   
  proclaim their own strengths. Shrouded in myth they trade
   
   
   
   
   
   
   
   
   
  in lies and half-truths, the House and its gangs thriving
   
   
   
   
   
   
   
   
   
   
  upon these dark rumours, utilising them as a blade with
   
   
   
   
   
   
    
   
   
  which they carve up their enemies. Wrapped in long cloaks
   
   
   
   
   
   
    
   
   
  that conceal an assassin’s armoury, Delaque gangers
   
   
   
   
   
   
   
  slither through the shadows of Necromunda, emerging
   
   
   
   
   
   
   
  where their rivals least expect. 
   
  As befitting their mysterious nature, Delaque gangs rarely
   
   
   
   
   
   
   
   
  engage their opponents directly. A good Delaque leader
   
   
   
   
   
   
   
   
  always looks for an advantage, laying ambushes and
   
   
   
   
   
   
   
   
  using the terrain to ensure the playing field is never even,
   
   
   
   
   
   
   
    
   
   
  resorting to a fair fight only when there is no other option.
   
    
   
   
   
   
    
   
   
   
  Striking from every angle, a Delaque gang debilitates and
   
   
   
    
   
   
   
   
  disorientates
  their
  foes
  before
  melting
  away
  leaving
   
   
   
   
   
   
   
  nothing but fear in their wake. 
   
   
   
  7 
  
  HOUSE ESCHER 
   
  HOUSE GOLIATH 
   
   
  House Escher is unique among the great Houses of
   
   
   
   
   
   
   
   
   
  Necromunda, for its gangs are entirely made up of women.
   
   
   
   
   
   
   
   
   
   
  Masters of pharmaceuticals and chemical manipulation,
   
   
   
   
   
   
  millennia of dabbling in potent alchemical technologies has
   
   
    
   
   
   
   
  left their men-folk as withered and imbecilic weaklings,
   
   
   
   
   
   
   
   
  good
  only
  for
  artificial
  breeding
  programs
  and
   
   
   
   
   
   
   
  gene-harvesting. The House regards this as no great
   
   
   
   
   
   
   
   
  deficiency and Escher gangers are among the most lethal
   
   
   
   
   
   
   
   
   
  to stalk the hives of Necromunda. What an Escher might
   
   
   
   
   
   
   
   
   
   
  lack in terms of raw physical strength compared to a
   
   
   
   
   
   
   
   
   
   
  Goliath, she more than makes up for in speed, skill and
   
   
   
   
   
   
   
   
   
   
   
  sheer psychotic flair. 
   
  Escher gang leaders rise from the ranks of the House by
   
   
   
   
   
   
   
   
   
   
   
  virtue of their destructive attitudes and furious intelligence.
   
   
   
   
   
   
   
   
  Many
  of
  these
  hive
  war-maidens
  were
  once
   
   
   
   
   
   
   
  narco-terrorists, riot-girls or combat-chem test subjects.
   
   
   
   
   
   
  Too unhinged or aggressive for the House labs or trade
   
   
   
   
   
   
   
   
   
   
  clans, their skills have been turned to wreaking havoc on
   
   
   
   
   
   
   
   
   
   
  Escher’s rivals amongst the other Clan Houses. 
   
   
  House Goliath owns and operates many of the great
   
   
   
   
   
   
   
   
   
  foundries of Necromunda and its workers are the masters
   
   
   
   
   
   
   
   
   
  of the furnace and of metal, the raw materials of which are
   
   
   
   
   
   
   
   
   
   
   
   
  traded from the mines of House Orlock. The House values
   
   
   
   
   
   
   
   
   
   
  nothing higher than physical strength, and to this end
   
   
   
   
   
   
   
   
   
  breeds its workers like prize cattle in an effort to create the
   
   
   
   
   
    
   
   
   
   
   
  strongest, toughest and most unthinkingly loyal workers of
   
   
   
   
   
   
   
   
  the furnace in the galaxy. The core of these workers are
   
   
   
   
   
   
   
   
   
   
   
  huge brutes – incredibly strong and tough, but often
   
   
   
   
   
   
   
   
   
  mentally unbalanced and extremely short-lived. House
   
   
   
   
   
   
  Goliath furnace-tenders are often bigger than a Space
   
   
   
   
   
   
   
   
  Marine and some regard them as a classifiable strain of
   
   
   
   
   
    
   
   
   
  Abhuman. 
   
  The subjects of House Goliath consider the hivers of other
   
   
   
   
   
   
   
   
   
   
  Houses to be soft and slack. In truth, all hivers are
   
   
   
   
   
   
   
   
   
   
   
  naturally
  robust,
  being
  inured
  to
  the
  toxins
  and
   
   
   
   
   
   
   
   
  deprivations which they accept unquestioningly as part of
   
   
   
   
   
   
   
   
  normal life. The Goliaths, however, take a stubborn pride
   
   
   
   
   
    
   
   
  in their gene-crafted ability to endure hardship. The other
   
   
   
   
   
   
   
   
   
  Houses see the Goliaths as barbaric. Goliath institutions
   
   
   
   
   
   
   
   
  do nothing to dispel the impression of a violent people
   
   
   
   
   
   
    
   
   
  inimical to their neighbours. 
   
   
  8 
  
   
  HOUSE ORLOCK 
   
  HOUSE VAN SAAR 
   
   
  House Orlock is known throughout Necromunda as the
   
   
   
   
   
   
   
   
  ‘House
  of
  Iron’,
  an
  industrial
  superpower
  fuelled by
   
   
   
   
   
   
   
   
  countless ore mines and a stranglehold monopoly of the
   
   
   
    
   
   
   
   
  convoys serving the ferrous slag-heaps that lie out in the
   
   
   
   
   
   
   
   
   
   
  Ash Wastes. To the other Houses of Necromunda, Orlock
   
   
   
   
   
   
   
   
   
  seems
  as
  unified
  as
  a
  clenched
  fist,
  its
  gangers
   
   
   
   
   
   
   
   
   
  well-organised, equipped and utterly united in purpose. 
   
  The men and women of Orlock gangs walk proud and tall
   
   
   
   
   
   
   
   
   
   
   
  through the smoke-clogged hallways of the House of Iron.
   
   
   
   
   
   
   
   
   
  To be an Orlock ganger is to have risen above the brutal
   
   
   
   
    
   
   
   
   
   
   
  drudgery of serfdom and claimed a life of violence and
   
   
   
   
    
   
   
   
   
  personal freedom in its stead. Life in an Orlock gang is
   
   
   
   
   
   
   
   
   
   
   
  tough, for their warriors have none of the stimm-grown
   
   
   
   
   
   
   
   
   
  muscle of Goliath gangers, or the poisons of the Escher.
   
   
   
   
   
   
   
   
   
   
  Instead,
  they
  rely
  on
  sturdy weapons, stamped and
   
   
   
   
   
   
   
   
  pressed in the Orlock foundries, and a fighting spirit born
   
   
   
   
   
    
   
   
   
  from the House’s us-against-them philosophy. 
   
   
  House Van Saar is the technological powerhouse of
   
   
   
   
   
   
   
   
  Necromunda, its artisans and armourers creating the finest
   
   
   
   
   
   
   
   
  weapons and wargear of all the clans. Some say that the
   
   
   
   
   
   
   
   
   
   
   
  Clan House’s strength is built upon ancient secrets from
   
   
   
   
   
   
   
   
   
  the lost age of mankind, and the techno-artefacts created
   
   
   
   
   
   
   
   
   
  by the Van Saar are certainly unlike anything else on
   
   
   
   
   
   
   
   
   
   
  Necromunda. Whatever the source of the Van Saars’
   
   
   
   
   
   
   
   
  weaponry, however, it comes at price, and the exotic
   
   
   
   
   
   
   
   
   
  energies used in their creation are poisoning the Van Saar,
   
    
   
   
   
   
   
   
   
  weakening their flesh and shortening their lives. 
   
  As befits a house rich in mechanical resources, Van Saar
   
    
   
   
   
   
   
   
   
  gangs favour technological solutions to their battlefield
   
   
   
   
   
   
   
  problems. Like the chambers of a well-greased stub gun
   
   
   
   
    
   
   
   
  the gang enters the fray with each warrior knowing their
   
   
   
   
   
   
   
   
   
   
  role. An overseer of combat, the gang leader directs their
   
   
   
   
   
   
   
   
   
   
  followers, luring the foe into killing grounds, feinting with
   
   
   
   
   
   
   
   
   
  skirmishers and probing with speculative fire, while their
   
   
   
   
   
   
   
   
  followers take apart the foe with devastating ranged fire
   
   
   
   
   
   
   
   
   
  from crackling rad weaponry, suppression lasers and
   
   
   
   
   
   
   
  plasma guns. 
   
   
   
  9 
  
  PALANITE ENFORCERS 
   
  CORPSE GRINDER CULTS 
   
   
  The Palanite Enforcers administer the law in the darkness
   
   
   
   
   
   
   
   
   
  of the underhive. More akin to an army than a police force,
   
   
   
   
   
   
   
   
    
   
   
  they trade in violence and control – all manner of crime is
   
   
   
   
   
    
   
   
   
    
  met with a swift and vicious response. Such brutality is
   
    
   
   
   
   
   
   
   
  born
  from
  a
  simple
  necessity
  –
  the
  Enforcers
  are
   
   
   
   
   
   
   
   
   
  significantly outnumbered by the people they are meant to
   
   
   
   
   
   
   
   
   
  control, a thin line of shotguns and shock batons keeping
    
   
   
   
   
   
   
   
   
  billions of hivers under their yoke. 
   
  Enforcers are able to requisition the finest weaponry,
   
   
   
   
   
   
   
   
  unlike gangers who must scavenge in the underhive
   
   
   
   
   
   
   
   
  markets. However, the real strength of an Enforcer patrol
   
   
   
   
   
   
   
   
   
  is not the wargear that it carries into combat, but the
   
   
   
   
    
   
   
   
   
   
  resolve of its members. Each Enforcer is chosen from the
   
   
   
   
   
    
   
   
   
  hive populace because they show a measure of will and
   
   
   
   
    
   
   
   
   
  initiative beyond their peers, they are then subject to a
   
   
   
   
   
   
   
   
    
  savage training regimen to break them down and strip
   
   
   
   
   
   
   
   
   
  them of everything they have known, including their name.
   
   
   
   
   
   
   
   
   
  This isn’t done to make the Enforcers mindless soldiers,
   
   
   
   
   
   
   
   
   
  but rather to re-create them as something even harder
   
   
   
   
   
   
   
   
   
  than the underhive brutality they’ll face. 
   
  A cannibal sickness lurks at the heart of Necromunda, like
   
   
   
   
   
   
   
   
   
   
  a festering wound that will never truly heal. In the dark
   
   
   
   
   
   
   
   
   
   
   
  corners of the underhive, the Corpse Grinder Cults gathers
   
   
   
   
   
   
   
   
   
  weapons and recruits, whispering prayers to the Lord of
   
   
   
   
   
   
   
   
   
  Skin and Sinew. Fed on a diet of forbidden flesh, they rise
   
   
   
   
    
   
   
   
   
   
   
  up, spreading their rebellion into open warfare. In their
   
   
   
   
   
   
   
   
   
  wake, the taint of Chaos follows and hives descend into
   
   
   
   
   
   
   
   
   
   
  madness. 
   
  Formed from the toiling workers within the ranks of the
   
   
   
   
   
   
   
   
   
   
  Corpse Guild, the Cultists were once honest men who
   
   
   
   
   
   
   
   
   
  have seen too much horror in the corpse recycling plants
   
   
   
   
   
   
   
   
   
   
  or else those who are hungry for the power that the cult
   
   
   
   
   
   
   
   
   
   
   
   
  can offer. At the heart of the cult is the Harvest Lord who
   
   
   
   
   
   
   
    
   
   
   
   
  binds his followers together in devotion to the Lord of
   
   
   
   
   
   
   
   
   
   
  Meat. 
   
   
   
  10 
  
   
  THE GANGS OF NECROMUNDA GO TO WAR 
  This section contains all of the datasheets that you will 
  need to fight battles with your Necromunda Gang 
  miniatures, and the rules for all of the weapons they can 
  wield in battle. Each datasheet includes the characteristics 
  profiles of the unit it describes, as well as any wargear and 
  special abilities it may have. Any abilities that are common 
  to several units are described below and referenced on the 
  datasheets themselves. 
   
  MERCENARY KEYWORD 
  Throughout this section you will come across datasheets 
  that have the ​MERCENARY​ keyword. These units are 
  treated as sharing the Mercenary sub-faction and must be 
  placed in a special type of Auxiliary Support Detachment 
  called a ​Mercenary Detachment​, unless a special rule 
  overrides this. 
   
  MERCENARY DETACHMENT 
  A Mercenary Detachment is an Auxiliary Support 
  Detachment that can contain any number of 
  MERCENARY​ units instead of just a single unit. Like 
  traditional Auxiliary Support Detachments, a Mercenary 
  Detachment doesn’t generate Command Points, but rather 
  costs 1 CP at the start of a match to unlock. The addition 
  of a Mercenary Detachment and its units does not count 
  against mono-army attributes such as the Space Marine’s 
  Combat Doctrines and Grey Knights’ Masters of the Warp 
  abilities. 
  ABILITIES 
  The following abilities are common to many Mercenary 
  units... 
   
  Merc For Hire 
  This unit may be placed in a Mercenary Detachment 
  provided that another detachment from this army contains 
  units that share at least one Faction Keyword found on this 
  unit’s list of Allies. For example, an army with a Raven 
  Guard detachment may add a Delaque Gang unit in their 
  Mercenary Detachment because ​RAVEN GUARD​ is listed 
  as an ally on the Delaque Gang’s datacard. 
   
  Iconic Leader 
  If this unit contains a Leader, roll a D3 before taking a 
  morale test. This result is the maximum number of models 
  that may be removed from this unit after failing a morale 
  test this phase. 
   
  Covering Ground 
  At the start of any of your Movement phases, you may 
  split this unit into two separate units, each containing 
  the same number of models. This ability may be used 
  multiple times, but no unit cannot be split into fewer 
  than 5 models. 
   
   
   
   
   
   
  11 
  
   
   
   
  2 
  PoweR 
  CAWDOR GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Cawdor Ganger 
  6” 
  4+ 
  4+ 
  3 
  3 
  1 
  1 
  8 6+ 
  Cawdor Leader 
  6” 
  4+ 
  4+ 
  3 
  3 
  1 
  2 
  9 6+ 
  Bomb Delivery Rat 
  6” 
  --- 
  2+ 
  1 
  1 
  1 
  --- 
  4 7+ 
  This unit contains 9 Cawdor Gangers and 1 Cawdor Leader. It can include up to 10 additional Cawdor Gangers ​(Power Rating +2)​. 
  For every 10 Cawdor Ganger and/or Cawdor Leader in the unit, it may be accompanied by up to 2 Bomb Delivery Rats. Each Cawdor 
  Ganger is armed with an autogun, fighting knife and improvised fire bomb. A Cawdor Leader is armed with an inferno pistol, fighting 
  knife and a Cult of the Redemption icon. Each Bomb Delivery Rat is armed with a Rat Bomb. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Autogun 
  24” 
  Rapid Fire 1 
  3 
  0 
  1 
  - 
  Heavy Crossbow 
  When attacking with this weapon, choose one of the profiles below. 
  - Frag Bolt 
  36” 
  Heavy D6 
  4 
  0 
  1 
  - 
  - Krak Bolt 
  36” 
  Heavy 1 
  8 
  -2 
  D6 - 
  Inferno Pistol 
  6” 
  Pistol 1 
  8 
  -4 
  D6 When resolving an attack made with this weapon against a 
  unit that is within half range, roll two D6 when inflicting 
  damage with it and discard one of the results. 
  Rat Bomb 
  18” 
  Assault 1 
  8 
  -2 
  D3 This weapon cannot target units that can ​FLY​. After making an 
  attack with this weapon, the bearer is slain. 
  Fighting Knife 
  Melee 
  Melee 
  User 
  0 
  1 
  Each time the bearer fights, it can make 1 additional attack 
  with this weapon. 
  Improvised Fire Bomb 
  6” 
  Grenade D6 
  3 
  0 
  1 
  This weapon automatically hits its target. 
  WARGEAR OPTIONS 
  ● For every 10 models in this unit, up to two Cawdor Gangers may each replace their autogun with a heavy 
  crossbow. 
  ABILITIES  
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Zealot:​ When resolving an attack made with 
  a melee weapon by a model in this unit, you 
  can re-roll the hit roll if that model’s unit 
  made a charge move or was charged this 
  turn. 
   
  Pyromaniac:​ When a unit with this ability 
  shoots or fires Overwatch, every model in 
  that unit that is equipped with an improvised 
  fire bomb is able to throw one, instead of 
  only one model in the entire unit being able 
  to do so. 
   
  Cult of the Redemption Icon: ​If a model in this unit is 
  equipped with a Cult of the Redemption icon, then models 
  in this unit may re-roll wound rolls of 1 when making 
  attacks with heavy, pistol and grenade type weapons. 
   
  Bomb Delivery Rat: ​The death of a Bomb Delivery Rat is 
  ignored for the purposes of moralee tests. 
  ALLIES 
  ADEPTUS ARBITES, ADEPTA SORORITAS, INQUISITION, ADEPTUS MINISTORUM, GREY KNIGHTS, 
  BLACK TEMPLARS, SALAMANDERS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE CAWDOR 
  KEYWORDS (Leader 
  & Ganger) 
  INFANTRY, CAWDOR GANG 
  KEYWORDS (Bomb 
  Delivery Rat) 
  SWARM, BOMB DELIVERY RAT 
   
   
   
  12 
  
   
   
  2 
  PoweR 
  DELAQUE GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Delaque Ganger 
  6” 
  4+ 
  3+ 
  3 
  3 
  1 
  1 
  7 4+ 
  Delaque Leader 
  6” 
  4+ 
  3+ 
  3 
  3 
  1 
  2 
  8 4+ 
  This unit contains 4 Delaque Gangers and 1 Delaque Leader. It can include up to 5 additional Delaque Gangers ​(Power Rating +2)​. 
  Each Delaque Ganger is armed with a shotgun, assassin blades and shock grenades. A Delaque Leader is armed with a longrifle, 
  assassin blades and shock grenades. Every model also has smoke grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Longrifle 
  48” 
  Rapid Fire 1 
  4 
  -1 
  1 
  If the target is within half range of this weapon, add 1 to the hit 
  roll. 
  Shotgun 
  12” 
  Assault 2 
  3 
  0 
  1 
  If the target is within half range, add 1 to this weapon’s 
  Strength. 
  Webber 
  16” 
  Assault D3 
  4 
  0 
  1 
  This weapon automatically hits its target. When making a 
  shooting attack with this weapon, use either the Strength or 
  Toughness characteristic of the target to determine the wound 
  roll – whichever is lowest. 
  Assassin Blades 
  Melee 
  Melee 
  User 
  -1 
  1 
  Poisoned​: This weapon wounds on a 4+, unless it is targeting 
  a ​VEHICLE​ or ​TITANIC​ unit, in which case it wounds on a 6+. 
  Shock Grenade 
  6” 
  Grenade D3 
  * 
  * 
  * 
  This weapon does not inflict any damage. If an enemy 
  INFANTRY​ unit is hit by any shock grenades, it is stunned 
  until the end of the turn – it cannot fire Overwatch and your 
  opponent must subtract 1 from any hit rolls made for the unit. 
  WARGEAR OPTIONS 
  ● Up to two Delaque Gangers may each replace their shotgun with a webber. 
  ● For every five models in the unit, one may take an auxiliary grenade launcher. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Terrifying Aura: ​Enemy units must subtract 
  1 from their Leadership if they are within 3" 
  of a ​DELAQUE GANG​ unit. Multiple 
  DELAQUE GANG​ units within 3’’ of an 
  enemy unit may stack this ability (to a 
  maximum of -3). 
   
  Infiltrators: ​During deployment, you can set 
  this unit up in concealment instead of placing 
  it on the battlefield. At the end of any of your 
  Movement phases, this unit can reveal its 
  location – set it up anywhere on the 
  battlefield that is more than 9" from any 
  enemy model. 
   
  Auxiliary Grenade Launcher:​ If a model is armed with 
  an auxiliary grenade launcher, increase the range of any 
  Grenade weapons they have to 30". 
   
  Smoke Grenades:​ Once per battle, instead of shooting in 
  your Shooting phase, this unit can use its smoke 
  grenades. Until the start of your next Shooting phase, 
  when resolving an attack made with a ranged weapon 
  against this unit, subtract 1 from the hit roll. 
  ALLIES 
  ADEPTUS ARBITES, INQUISITION, ASTRA MILITARUM, ADEPTUS MECHANICUS, DARK ANGELS, 
  RAVEN GUARD, ADEPTUS CUSTODES, TRAITOR GUARD, DARK MECHANICUM, BLACK LEGION, 
  ALPHA LEGION, WORD BEARERS, NIGHT LORDS, FALLEN, DRUKHARI, FARSIGHT ENCLAVES, 
  GENESTEALER CULTS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE DELAQUE 
  KEYWORDS 
  INFANTRY, DELAQUE GANG 
   
   
  13 
  
   
   
  1 
  PoweR 
  ESCHER GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Escher Ganger 
  8” 
  3+ 
  4+ 
  3 
  3 
  1 
  2 
  7 6+ 
  Escher Leader 
  8” 
  3+ 
  4+ 
  3 
  3 
  1 
  3 
  8 6+ 
  This unit contains 1 Escher Leader and 4 Escher Gangers. It can include up to 5 additional Escher Gangers ​(Power Rating +1)​. Each 
  Escher Ganger is armed with a needle pistol, shock whip and hallucinogen grenades. An Escher Leader is armed with an assault 
  sniper rifle, bolt pistol, assassin blades and hallucinogen grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Assault Sniper Rifle 
  36” 
  Assault 1 
  4 
  0 
  1 
  A model firing a sniper weapon can target an enemy 
  CHARACTER​ even if they are not the closest enemy 
  unit. If you roll a wound roll of 6+ for this weapon, it 
  inflicts a mortal wound in addition to its normal damage. 
  Bolt Pistol 
  12” 
  Pistol 1 
  4 
  0 
  1 
  - 
  Needle Pistol 
  12” 
  Pistol 1 
  * 
  0 
  1 
  Poisoned:​ This weapon wounds on a 4+, unless it is targeting 
  a ​VEHICLE​ or ​TITANIC​ unit, in which case it wounds on a 6+. 
  Nightshade Chem 
  Thrower 
  8” 
  Assault D6 
  * 
  0 
  1 
  This weapon automatically hits its target.​ Poisoned:​ This 
  weapon wounds on a 4+, unless it is targeting a ​VEHICLE​ or 
  TITANIC​ unit, in which case it wounds on a 6+. 
  Assassin Blades 
  Melee 
  Melee 
  User 
  -1 
  1 
  Poisoned​: This weapon wounds on a 4+, unless it is targeting 
  a ​VEHICLE​ or ​TITANIC​ unit, in which case it wounds on a 6+.. 
  Shock Whip 
  Melee 
  Melee 
  +1 
  -1 
  1 
  Each time the bearer fights, it can make 2 additional attacks 
  with this weapon. If a unit suffers any wounds caused by a 
  shock whip, they must subtract 1 from their hit-rolls until the 
  end of the phase. 
  Hallucinogen Grenade 
  6” 
  Grenade 1 
  * 
  * 
  * 
  If a unit is hit by this weapon, roll 2D6 – if the roll is equal to or 
  greater than the target unit’s Leadership, it suffers D3 mortal 
  wounds. 
  WARGEAR OPTIONS 
  ● Up to two Escher Gangers may each replace their needle pistol and shock whip with a nightshade chem 
  thrower. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Dodge: ​Models in this unit have a 6+ 
  invulnerable save, which is increased to a 4+ 
  invulnerable save during the Fight phase. 
   
  Combat Chems: ​Units with this ability gain a bonus 
  during the battle depending on the drugs injected into 
  their veins. Before the battle, from the table below which 
  combat drug the unit is using. No two units can receive 
  the same bonus. 
  - Potentox: +1 to Strength characteristic 
  - Kevlarsyl: +1 to Toughness characteristic 
  - Reflexogen: +1 to Weapon Skill characteristic (e.g. WS 
    3+ becomes WS 2+) 
  ALLIES 
  ADEPTUS ARBITES, ADEPTA SORORITAS, INQUISITION, SISTERS OF SILENCE, ASTRA MILITARUM, 
  ADEPTUS MECHANICUS, WHITE SCARS, SPACE WOLVES, TRAITOR GUARD, DARK MECHANICUM, 
  EMPEROR’S CHILDREN, WORLD EATERS, DEATH GUARD, AELDARI, KROOT, GENESTEALER 
  CULTS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE ESCHER 
  KEYWORDS 
  INFANTRY, ESCHER GANG 
   
   
  14 
  
   
   
  3 
  PoweR 
  GOLIATH GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Goliath Ganger 
  6” 
  3+ 
  4+ 
  4 
  4 
  2 
  2 
  6 6+ 
  Goliath Leader 
  6” 
  3+ 
  4+ 
  4 
  4 
  2 
  3 
  7 6+ 
  This unit contains 1 Goliath Leader and 4 Goliath Gangers. It can include up to 5 additional Goliath Gangers ​(Power Rating +3)​. Each 
  Goliath Ganger is armed with paired pulverizers and frag & krak grenades. The Goliath Leader is armed with a plasma pistol, power 
  sledgehammer and frag & krak grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Grenade Launcher 
  When attacking with this weapon, choose one of the profiles below. 
  - Frag Grenade 
  24” 
  Assault D6 
  3 
  0 
  1 
  - 
  - Krak Grenade 
  24” 
  Assault 1 
  6 
  -1 
  D3 -. 
  Krumper Rivet Cannon When attacking with this weapon, choose one of the profiles below. 
  - Rapid Fire 
  18” 
  Rapid Fire 1 
  4 
  -1 
  2 
  - 
  - Super Heated 
  12” 
  Pistol 1 
  6 
  -2 
  2 
  - 
  Plasma Pistol 
  When attacking with this weapon, choose one of the profiles below. 
  - Standard 
  12” 
  Pistol 1 
  7 
  -3 
  1 
  - 
  - Supercharged 
  12” 
  Pistol 1 
  8 
  -3 
  2 
  On a hit roll of 1, the bearer is slain. 
  Paired Pulverizers 
  Melee 
  Melee 
  User 
  -2 
  2 
  Each time the bearer fights, it can make 2 additional attacks 
  with this weapon. 
  Power Sledgehammer 
  Melee 
  Melee 
  x2 
  -3 
  D6 When attacking with this weapon, subtract 1 from the hit roll. 
  Damage rolls of 1 or 2 made for this weapon count as 3 
  instead. 
  Frag Grenade 
  6” 
  Grenade D6 
  3 
  0 
  1 
  -. 
  Krak Grenade 
  6” 
  Grenade 1 
  6 
  -1 
  D3 -. 
  WARGEAR OPTIONS 
  ● Up to two Goliath Gangers may each replace their paired pulverizers with two assault grenade launchers. 
  ● Up to two Goliath Gangers may each replace their paired pulverizers with a Krumper Rivet Cannon. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Stim-Elixirs: ​When inflicting damage on a 
  model in this unit, reduce the Damage 
  characteristic of the attack by 1 (to a 
  minimum of 1). In addition, roll a D6 each 
  time a model in this unit loses a wound; on a 
  5+ that wound is not lost. 
   
  Stim Overdose: ​Once per battle, when this unit is 
  selected to fight in the Fight phase, each model  can add 
  +1 to its Strength and Attack characteristics until the end 
  of the phase. At the end of the phase, roll a D6 for each 
  model in the unit. On each result of a 1, a model is slain. 
  ALLIES 
  ADEPTUS ARBITES, INQUISITION, ASTRA MILITARUM, ADEPTUS MECHANICUS, WHITE SCARS, 
  BLOOD ANGELS, SPACE WOLVES, DEATHWATCH, TRAITOR GUARD, DARK MECHANICUM, BLACK 
  LEGION, WORLD EATERS, NIGHT LORDS, DRUKHARI, T'AU EMPIRE, KROOT, GENESTEALER 
  CULTS, ORKS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE GOLIATH 
  KEYWORDS 
  INFANTRY, GOLIATH GANG 
   
   
  15 
  
   
   
  2 
  PoweR 
  ORLOCK GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Orlock Ganger 
  6” 
  4+ 
  3+ 
  3 
  3 
  1 
  1 
  6 5+ 
  Orlock Leader 
  6” 
  4+ 
  3+ 
  3 
  3 
  1 
  2 
  7 5+ 
  This unit contains 1 Orlock Leader and 4 Orlock Gangers. It can include up to 5 additional Orlock Gangers ​(Power Rating +2)​, up to 
  10 additional Orlock Gangers ​(Power Rating +4)​ or up to 15 additional Orlock Gangers ​(Power Rating +6)​. Each Orlock Ganger is 
  armed with a bolt pistol, fighting knife and frag grenades. An Orlock Leader is armed with a heavy bolt pistol, power fist and frag 
  grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Bolt Pistol 
  12” 
  Pistol 1 
  4 
  0 
  1 
  - 
  Harpoon Launcher 
  18” 
  Heavy 1 
  6 
  -3 
  5 
  You can re-roll failed hit rolls when targeting ​VEHICLE​ or 
  MONSTER​ units with this weapon. In addition, if this weapon 
  inflicts any damage, the target unit suffers 1 additional mortal 
  wound. 
  Heavy Bolt Pistol 
  12” 
  Pistol 1 
  4 
  -1 
  1 
  -. 
  Heavy Bolter 
  36” 
  Heavy 3 
  5 
  -1 
  1 
  - 
  Fighting Knife 
  Melee 
  Melee 
  User 
  0 
  1 
  Each time the bearer fights, it can make 1 additional attack 
  with this weapon. 
  Power Fist 
  Melee 
  Melee 
  x2 
  -3 
  D3 When attacking with this weapon, you must subtract 1 from the 
  hit roll. 
  Frag Grenade 
  6” 
  Grenade D6 
  3 
  0 
  1 
  -. 
  WARGEAR OPTIONS 
  ● Any Orlock Ganger may replace their fighting knife with a second bolt pistol. 
  ● Up to two Orlock Gangers may each replace their bolt pistol with a heavy bolter. 
  ● Up to two Orlock Gangers may each replace their bolt pistol.with a harpoon launcher. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Bolter Adept: ​When resolving an attack 
  made with a bolt weapon by a model with 
  this ability, an unmodified hit roll of 6 scores 
  1 additional hit. 
   
  Heavy Weapons Experts: ​Models in this unit do not 
  suffer the penalty for firing a Heavy weapon after moving. 
  ALLIES 
  ADEPTUS ARBITES, INQUISITION, ASTRA MILITARUM, ADEPTUS MECHANICUS, IRON HANDS, 
  ULTRAMARINES, IMPERIAL FISTS, TRAITOR GUARD, DARK MECHANICUM, BLACK LEGION, IRON 
  WARRIORS, WORD BEARERS, THOUSAND SONS, DRUKHARI, T'AU EMPIRE, GENESTEALER CULTS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE ORLOCK 
  KEYWORDS 
  INFANTRY, ORLOCK GANG 
   
   
  16 
  
   
   
  2 
  PoweR 
  VAN SAAR GANG​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Van Saar Ganger 
  6” 
  5+ 
  3+ 
  3 
  3 
  1 
  1 
  6 4+ 
  Van Saar Leader 
  6” 
  5+ 
  3+ 
  3 
  3 
  1 
  2 
  7 4+ 
  This unit contains 1 Van Saar Leader and 4 Van Saar Gangers. It can include up to 5 additional Van Saar Gangers ​(Power Rating 
  +2)​. Each Van Saar Ganger is armed with two plasma pistols, a taser goad and electrobane grenades. A Van Saar Leader is armed 
  with a plasma gun, shock stave and electrobane grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Plasma Gun 
  When attacking with this weapon, choose one of the profiles below. 
  - Standard 
  24” 
  Rapid Fire 1 
  7 
  -3 
  1 
  - 
  - Supercharged 
  24” 
  Rapid Fire 1 
  8 
  -3 
  2 
  On a hit roll of 1, the bearer is slain after all of this weapon’s 
  shots have been resolved. 
  Plasma Pistol 
  When attacking with this weapon, choose one of the profiles below. 
  - Standard 
  12” 
  Pistol 1 
  7 
  -3 
  1 
  - 
  - Supercharged 
  12” 
  Pistol 1 
  8 
  -3 
  2 
  On a hit roll of 1, the bearer is slain after all of this weapon’s 
  shots have been resolved. 
  Rad Cannon 
  18” 
  Heavy D3+3 
  7 
  -1 
  2 
  Each time you make an unmodified wound roll of 6+ for this 
  weapon, that hit inflicts 4 damage instead of 2. 
  Shock Stave 
  Melee 
  Melee 
  +2 
  -2 
  D3 Each time you make an unmodified wound roll of 6+ with this 
  weapon, the target suffers D3 mortal wounds instead of the 
  normal damage. 
  Taser Goad 
  Melee 
  Melee 
  +2 
  0 
  1 
  Each hit roll of 6+ with this weapon causes 3 hits rather than 1. 
  Electrobane Grenades 
  6” 
  Grenade 1 
  4 
  -1 
  1 
  When resolving an attack made with this weapon against a 
  VEHICLE​ unit, an unmodified wound roll of 4-5 inflicts 1 mortal 
  wound on the target in addition to any other damage and an 
  unmodified wound roll of 6 inflicts D3 mortal wounds on the 
  target in addition to any other damage. 
  WARGEAR OPTIONS 
  ● Up to two Van Saar Gangers may each replace their two plasma pistols with a rad cannon. 
  ● If this unit numbers ten models, up to two additional Van Saar Gangers may replace their two plasma 
  pistols with a rad cannon. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Rad-saturation: ​Reduce the Toughness of 
  enemy units (other than VEHICLES) by 1 
  whilst they are within 1" of any Van Saar 
  units.. 
   
  Plasma Tech Expert:​ If a model rolls a 1 to 
  hit when firing a plasma weapon, they may 
  re-roll the hit roll. 
   
  Bionics: ​All models in this unit have a 6+ invulnerable 
  save. 
   
  Tech Adept:​ At the end of your Movement phase this unit 
  can repair a single friendly ​VEHICLE​ model within 3". 
  That friendly ​VEHICLE​ regains 1 lost wound. 
  Alternatively, at the end of your Movement phase this 
  model can damage a single enemy ​VEHICLE​ model 
  within 3". That enemy ​VEHICLE​ suffers 1 mortal wound. 
  A model may not be the target of the Tech Adept ability 
  more than once per turn. 
  ALLIES 
  ADEPTUS ARBITES, INQUISITION, ASTRA MILITARUM, ADEPTUS MECHANICUS, IRON HANDS, 
  ULTRAMARINES, DEATHWATCH, TRAITOR GUARD, DARK MECHANICUM, BLACK LEGION, IRON 
  WARRIORS, EMPEROR’S CHILDREN, DEATH GUARD, AELDARI, T'AU EMPIRE, GENESTEALER 
  CULTS, NECRONS 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, HOUSE VAN SAAR 
  KEYWORDS 
  INFANTRY, VAN SAAR GANG 
   
   
  17 
  
   
   
  3 
  PoweR 
  PALANITE SUBJUGATOR PATROL​                        ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Subjugator (Ganger) 
  6” 
  4+ 
  4+ 
  3 
  3 
  1 
  2 
  6 4+ 
  Subjugator Captain 
  (Leader) 
  6” 
  4+ 
  4+ 
  3 
  3 
  1 
  3 
  7 4+ 
  This unit contains 1 Subjugator Captain and 4 Subjugators. It can include up to 5 additional Subjugators ​(Power Rating +3)​. Each 
  model is armed with a stub gun, shock baton, vigilance pattern assault shield, and choke grenades. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  SLHG Pattern Assault 
  Ram (Shooting) 
  When attacking with this weapon, choose one of the profiles below. 
  - Choke 
  24” 
  Assault D6 
  * 
  0 
  1 
  This weapon wounds all enemy units on a roll of 4+ unless the 
  target has the ​VEHICLE​ or ​TITANIC​ keyword, in which case 
  this weapon will wound on a 6+. Any units which suffer an 
  unsaved wound from this weapon must subtract 1 from all hit 
  rolls until the start of your next turn. 
  - Krak 
  24” 
  Assault 1 
  6 
  -1 
  D3 - 
  Stub Gun 
  12” 
  Pistol 1 
  3 
  0 
  1 
  -. 
  Shock Baton 
  Melee 
  Melee 
  +1 
  -1 
  1 
  Each time you make an unmodified wound roll of 6+ with this 
  weapon, the target suffers 1 mortal wound instead of the 
  normal damage. 
  SLHG Pattern Assault 
  Ram (Melee) 
  Melee 
  Melee 
  +2 
  -1 
  2 
  - 
  Choke Grenade 
  6” 
  Grenade D6 
  * 
  0 
  1 
  This weapon wounds all enemy units on a roll of 4+ unless the 
  target has the ​VEHICLE​ or ​TITANIC​ keyword, in which case 
  this weapon will wound on a 6+. Any units which suffer an 
  unsaved wound from this weapon must subtract 1 from all hit 
  rolls until the start of your next turn. 
  WARGEAR OPTIONS 
  ● Up to two Subjugators may each replace both their stub gun and shock baton with an SLHG pattern 
  assault ram. 
  ● If this unit numbers ten models, one additional Subjugator may replace their stub gun and shock baton 
  with an SLHG pattern assault ram. 
  ● A Subjugator Captain may take a Badge of Authority. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Badge of Authority: ​Units with a Badge of 
  Authority can re-roll charge rolls. 
   
  Vigilance Pattern Assault Shield:​ Improve 
  the save characteristic of models equipped 
  with this item by 2 when they make armor 
  saves. Furthermore, if a model with this item 
  ends a charge move within 1” of one or more 
  enemy units, that model rolls a D6 for each 
  enemy unit within range. On a 4+ that enemy 
  unit suffers 1 mortal wound. 
   
  Shield Wall Formation:​ When an enemy model attacks a 
  friendly ​INFANTRY​ unit that is wholly within 3” of a unit 
  with this ability, subtract 1 from the hit roll as long as the 
  unit with this ability is closer to the attacking model than 
  their target. 
   
   
   
  ALLIES 
  ADEPTUS ARBITES, INQUISITION, ASTRA MILITARUM, IMPERIAL FISTS, ULTRAMARINES, BLOOD 
  ANGELS, TRAITOR GUARD, BLACK LEGION, IRON WARRIORS, ALPHA LEGION, NIGHT LORDS, 
  DRUKHARI, T'AU EMPIRE, GENESTEALER CULTS, 
  FACTION 
  KEYWORDS 
  MERCENARY, IMPERIUM, GANG, PALANITE ENFORCERS 
  KEYWORDS 
  INFANTRY, PALANITE SUBJUGATOR PATROL 
   
   
  18 
  
   
   
  2 
  PoweR 
  CORPSE GRINDER CULTISTS​                         ​ . 
  Name 
  M 
  WS 
  BS 
  S 
  T 
  W 
  A 
  Ld Sv 
  Cutter (Ganger) 
  5” 
  3+ 
  5+ 
  4 
  3 
  1 
  2 
  6 4+ 
  Butcher (Leader) 
  5” 
  3+ 
  5+ 
  4 
  3 
  1 
  3 
  7 4+ 
  This unit contains 1 Butcher and 9 Cutters. It can include up to 5 additional Cutters ​(Power Rating +1)​, or up to 10 additional Cutters 
  (Power Rating +2).​ Each model is armed with paired chain cleavers, an autopistol and blasting charges. 
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D 
  ABILITIES 
  Autopistol 
  12” 
  Pistol 1 
  3 
  0 
  1 
  - 
  Paired Chain Cleavers 
  Melee 
  Melee 
  User 
  -2 
  1 
  You can re-roll wound rolls for this weapon. If a model is 
  armed with two paired chain cleavers, each time it fights it can 
  make 1 additional attack with them. 
  Rotary Flensing Saw 
  Melee 
  Melee 
  User 
  -2 
  2 
  When attacking with this weapon, you must subtract 1 from the 
  hit roll.  You can re-roll wound rolls for this weapon.. 
  Blasting Charge 
  6” 
  Grenade D6 
  3 
  0 
  1 
  - 
  WARGEAR OPTIONS 
  ● Up to two Cutters may each replace their paired chain cleavers with a rotary flensing saw. 
  ● If this unit numbers 15 models, one additional Cutter may replace their paired chain cleavers with a rotary 
  flensing saw. 
  ● If this unit numbers 20 models, two additional Cutters may replace their paired chain cleavers with a 
  rotary flensing saw. 
  ● A Butcher may take an Icon of Wrath. 
  ABILITIES 
  Merc For Hire, Iconic Leader, Covering 
  Ground 
   
  Icon of Wrath: ​Units with an Icon of Wrath 
  can re-roll charge rolls. 
   
  Berserker:​ If this unit makes a charge move 
  or is charged, add 1 to the Attacks 
  characteristic of models in this unit until the 
  end of the turn. 
   
  Infiltrators:​ During deployment, you can set 
  this unit up in concealment instead of placing 
  it on the battlefield. At the end of any of your 
  Movement phases, this unit can reveal its 
  location – set it up anywhere on the 
  battlefield that is more than 9" from any 
  enemy model. 
   
  Ravenous:​ Roll a D6 each time a model in this unit loses 
  a wound; on a 6+ that wound is not lost. When this unit is 
  within 1’’ of an enemy unit, add 1 to this roll. 
   
  Dark Blessings:​ If a model in this unit wounds any 
  enemy models without the ​VEHICLE​, ​DRONE​,​ NECRON 
  or ​ROBOT​ keywords in the Fight Phase, then at the end 
  of the phaseiif any models from this unit have been 
  destroyed, you can return one destroyed model from this 
  unit to the battlefield with 1 wound remaining, placing it in 
  unit coherency (if the model cannot be placed in this way, 
  it is not returned to the battlefield). 
  ALLIES 
  CHAOS 
  FACTION 
  KEYWORDS 
  MERCENARY, CHAOS, KHORNE, GANG, CORPSE GRINDERS 
  KEYWORDS 
  INFANTRY, CORPSE GRINDER CULTISTS 
   
   
  19 
  
  POINTS 
  If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to determine the 
  total points cost of your army. Simply add together the points costs of all your models and the wargear they are equipped with 
  to determine your army’s total points value. 
  UNITS 
   RANGED WEAPONS 
  UNIT 
  MODELS 
  PER UNIT 
  POINTS PER MODEL 
  (does not include wargear) 
   WEAPON 
  POINTS PER WEAPON 
   Assault Sniper Rifle 
   
  2 
  Cawdor Gang 
  10-20 
  4 
   Autogun 
   
  0 
  -
  Bomb Delivery Rat 
  2-4 
  3 
   Autopistol 
   
  0 
  Corpse Grinder Cultists 
  10-20 
  5 
   Blasting Charge 
   
  0 
  Delaque Gang 
  5-10 
  7 
   Bolt Pistol 
   
  0 
  Escher Gang 
  5-10 
  5 
   Electrobane Grenade 
   
  0 
  Goliath Gang 
  5-10 
  11 
   Frag Grenade 
   
  0 
  Orlock Gang 
  5-20 
  7 
   Grenade Launcher 
   
  3 
  Palanite Subjugator Patrol 
  5-10 
  9 
   Hallucinogen Grenade 
   
  0 
  Van Saar Gang 
  5-10 
  8 
   Harpoon Launcher 
   
  12 
   
   
   
   Heavy Bolt Pistol 
   
  1 
   
   
   
   Heavy Bolter 
   
  8 
   
   
   
   Heavy Crossbow 
   
  4 
  -
   
   
   
   Improvised Fire Bomb 
   
  0 
   
   
   
   Inferno Pistol 
   
  6 
   
   
   
   Krak Grenade 
   
  0 
   
   
   
   Krumper Rivet Cannon 
   
  2 
   
   
   
   Longrifle 
   
  2 
  -
   
   
   
   Needle Pistol 
   
  1 
   
   
   
   Nightshade Chem Thrower 
   
  3 
   
   
   
   Plasma Gun 
   
  11 
   
   
   
   Plasma Pistol 
   
  5 
   
   
   
   Rad Cannon 
   
  20 
  -
   
   
   
   Rat Bomb 
   
  0 
   
   
   
   Shock Grenade 
   
  0 
  -
   
   
   
   Shotgun 
   
  0 
   
   
   
   SLHG Pattern Assault Ram 
   
  6 
   
   
   
   Stub Gun 
   
  0 
   
   
   
   Webber 
   
  2 
   
   
   
    
   
   
   
   
  20 
  
   
  OTHER WARGEAR 
   
  MELEE WEAPONS 
  WARGEAR 
   
  POINTS PER ITEM  
  WEAPON 
  POINTS PER WEAPON 
  Auxiliary Grenade Launcher 
   
  1  
  Fighting Knife 
   
  0 
  Badge of Authority 
   
  10  
  Assassin Blades 
   
  1 
  Cult of the Redemption Icon 
   
  0  
  Shock Whip 
   
  2 
  Icon of Wrath 
   
  10  
  Paired Pulverizers 
   
  5 
   
   
   
  Power Sledgehammer 
   
  18 
   
   
   
   
  Power Fist 
   
  8 
   
   
   
   
  Shock Stave 
   
  7 
   
   
   
   
  Taser Goad 
   
  4 
   
   
   
   
  Shock Baton 
   
  1 
   
   
   
   
  SLHG Pattern Assault Ram   
  6 
   
   
   
   
  Paired Chain Cleavers 
   
  4 
   
   
   
   
  Rotary Flensing Saw 
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  21 
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/6) Homebrew (Unofficial)/40k 8e - Index - Mercenaries BETA.pdf