Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

Cawdor

Provided below are the house rules we use for Cawdor gangs.

Cawdor

House Cawdor is one of six Houses of Hive Primus on the hive world Necromunda. They are the numberless foot soldiers of the Redemption, the spreaders of dogma to the underhive and the seekers of relics from among its ruins...each ganger happy to die for the faith.

House Cawdor is one of six Houses of Hive Primus on the hive world Necromunda. They are the numberless foot soldiers of the Redemption, the spreaders of dogma to the underhive and the seekers of relics from among its ruins...each ganger happy to die for the faith.

The poorest of the Houses, Cawdor gangs also scavenge through the detritus of the hive as they proselytize, their "holy" wargear composed of cast-off scrap, battered weaponry, and occasional good bits they nicked off of persecuted "unfaithful".

The unforgiving creed of the Cult demands a strict code of conduct; those who break the rules are driven away and become outlaws. The codes of their religion forbid them from showing their faces in public upon pain of death and so the Cawdor can be recognised by the hooded jackets or heavy, elaborate masks which they wear to conceal their features. These masks are often quite bizarre or disturbing in design.

The path of righteousness is at its purest in House Cawdor, with regular public witch hunts and mass burnings of heretics and mutants, who they are especially quick to turn on, even in the more tolerant Underhive. Cawdor attitudes to the other Houses are strongly coloured by their beliefs, seeing others who do not follow the Redemption as worthless, soulless infidels to be re-educated violently or systematically purged.

Many Cawdor brethren see even Redemptionists from other Houses as little better than sinners. Active Cawdor support of outlawed Redemptionists in other Houses is often supposed, and the relationship between House Cawdor and the others is strained. They are, however, on at least stable terms with House Orlock with whom their territory borders.


Gang Composition

A Cawdor gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed, a new Leader must be selected.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers-on or Hive Scum.
  • When a gang is founded (and only then), up to one Specialist can be hired. During campaign play, Gangers and Juves may become Specialists via promotion.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Armor is not included in fighter profiles or cost, but can be purchased separately and equipped on a fighter if their Equipment Access allows it.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • Hired Guns : there are various types of Hired Guns available, if the campaign format being used allows them on a case by case basis.
    • Bounty Hunter: up to one per battle (if certain criteria are met).
    • Hangers-on: up to one, plus one for every full 5 points of Reputation the gang has.
    • Hive Scum: up to 5 per battle.
    • Mercs: no limit

Fighters

A Cawdor gang is made up of the following types of fighters.

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

150 credits

Cawdor Thanes have risen to their position by applying the fire of their zeal to inspire their gang members and strike terror into the heart of their enemies.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. For instance a gang could have a Redeemer and / or a Deacon, or two Deacons, or none at all. During campaign play, as the gang gains Reputation additional Champion slots will become available; new Champions can be hired directly or you can promote Specialists, Prospects, or Mercs to fill the available Champion slots.

Cawdor Redeemer (0-1); + 1 per 25 Reputation
175 credits

Cawdor Redeemers are among the most pious and intolerant members of the Redemptionist Cult to be found anywhere in Necromunda, determined to bring their fiery message to even the dankest darkest corners of the Underhive, the Wastes, or beyond.

Cawdor Deacon (0-1); + 1 per 5 Gangers, Juves, and Penitents
120 credits

Deacons are fearsome warriors and important lieutenants for their gang's leader.

Henchmen

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Cawdor Fanatic (0-1); + 1 per 5 Gangers, Juves, and Penitents
75 credits

Cawdor Fanatics are particularly hardy and zealous Redemptionists.

Cawdor Specialist (0-1); + unlimited via Promotion
55 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Cawdor Worthy (unlimited)
45 credits

These fighters are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.

Cawdor Petitioner (0-5); + 1 per 5 Reputation
10 credits

Petitioners are young House members struggling to find acceptance and make a name for themselves.

Special

A Cawdor gang can hire up to three (3) Penitents, determined and masochistic devotees of the Redemptionist creed. They count as Gangers for purposes of Gang Composition and are quite durable but do not gain experience, and thus never get any better.

75 credits

Cawdor Penitents are remorseful sinners, eager to make amends via mortification and abject service though they know they are unworthy and will likely never be redeemed.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gang's weapons in tip-top shape. A starting gang may only hire up to one Hangers-on, but in campaign play the gang gains an additional Hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any Hangers-on they purchased previously.

Exclusive Hangers-on

150 credits

If a gang has a Cawdor Zealot who is not in Recovery or Captured, the gang's player gains a Righteous Day Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Cawdor Zealot is not part of the gang's Crew for the battle.

Standard Hangers-on

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus-filled lower levels of the underhive, and also contribute in combat situations as a fearsome short-ranged and hand-to-hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

Ammojack (0-1)
125 credits

An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot caskets to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-2)
50 credits

When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

Rogue Doc (0-3)
50 credits

During the Post-Battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Goliath Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.

Special Territory

In campaigns that use Territories, Cawdor gangs start with a Settlement.

Settlement: At the end of the Hire Fighters step during the Post-Battle Sequence, for each Settlement the gang controls you may roll a D6. For each roll of 4+, the gang may add a free Ganger to the gang's roster immediately. They come with no gear, but can be equipped immediately from the equipment list of a Ganger of the gang's type (paying listed costs), and / or from the gang's Stash with allowed items.
Settlement: End of Hire Fighters step: per Settlement roll D6. On 4+, add 1 free Ganger to roster. No gear, but can be equipped immediately from gear list (paying credits), or with allowed items from gang's Stash.

Cawdor Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Asbestos Mandilion555555
Fighting Harness101010101010
Flak Armor1010-10--
Makeshift Armor101010101010
Mesh Armor2525-25--
Weapons (CCWs)
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Axe151515151515
Chainaxe353535353535
Chainsword353535353540
Club555555
Fighting Knife101010101010
Flail202020202020
Flailing Lash252525252525
Flaming Chainsword50505050--
Knife555555
Knuckleduster101010101010
Maul202020202020
Blunder Pike353535353535
Bullet Pike252525252525
Fire Pike454545454545
Power Axe50505050--
Power Pick55555555--
Spudjacker10--101010
Sword151515151515
Two-handed Chainsword353535353535
Two-handed Weapon151515151515
Chainsword (Master Crafted)60606060--
Weapons (Pistols)
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Autopistol101010101010
Bolt Pistol (Umbra Pattern)3030-30--
Graper555555
Hand Bow555555
Hand Flamer505050505050
Laspistol101010101010
Melta Pistol5555-55--
Pistol5--5-5
Plasma Pistol5555-5555-
Stub Pistol101010101010
Weapons (Basic)
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Autogun1515-1515-
Bolter (Umbra Pattern)5555-5555-
Bow [No Ammo]15-151515-
Combat Shotgun [No Ammo]60--6060-
Crossbow1010101010-
Hurly5-555-
Lasgun20--2020-
Rifle10--10--
Sawn-off Shotgun1010-1010-
Shotgun [No Ammo]30--3030-
Weapons (Specials)
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Blunderbuss80808080--
Combi (Bolter / Flamer)120120-120--
Combi (Bolter / Melta)120120-120--
Flamer9595-95--
Grenade Launcher [No Ammo]55--55--
Meltagun105105-105--
Plasma Gun105--105--
Throwing Daggers10101010--
Weapons (Heavies)
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Heavy Bolter155-----
Heavy Flamer145-----
Heavy Stubber135-----
Multimelta205-----
Grenades
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Fire Bottle252525252525
Scare Gas Grenades50505050--
Stick Bombs353535353535
Bionics
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
Bionic Leg656565656565
Buzzsaw Arm909090909090
Chainsword Arm909090909090
Drill Arm909090909090
Servo-claw909090909090
Steel Skull303030303030
Wargear
ItemThane / DeaconRedeemerFanaticSpecialistWorthyPetitioner
AE stash151515151515
Biostim101010101015
Cult Relic35--3535-
Extra Ammo10--10-10
Filter Plugs5--555
Frenzon stash151515151515
Hands-free Lumens101010101010
Impressive Headgear-25----
Meds stash555555
Purity Seal30303030--
Redemptionist Relic25252525--
Respirator1515151515-
Scary Mask101010101010
Second Best555555
Shades5--5--
Stimm-slug stash151515151515
Strip Kit20--2020-
Tactical Trenchcoat15--1515-
Refractor Field-80----

Cawdor Tactics Cards

A Cawdor gang may select Tactics Cards from the Cawdor Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Righteous Day ~Alpha~

You may play this card at the start of the Action Phase of any round.

Your gang takes priority. All of your gang's fighters that are Active and Readied Group Activate together, and each fighter in the group must declare a Charge when activated.

Blessed Visions ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter gains the benefits of the Inspirational skill for the remainder of the battle.

Chainsword Virtuoso ~Beta~

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the duration of this battle, all of this fighter's Chainsword weapon profiles gain the Accurate and Deadly traits.

Deadmen Walking ~Alpha~

You may play this at the start of any End Phase.

Your gang does not have to make a Bottle Test this round. Any of your gang's fighters who are prone immediately stand up. Any of your gang's fighters who are Broken automatically Rally. Then every Active fighter from your gang must move 2D3'' towards the nearest enemy, and will move into base contact with an enemy fighter if able.

Divine Motivation ~Gamma~

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn. Then, they must succeed on a Willpower check or suffer a Flesh Wound.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Enflamed Fervor ~Alpha~

You may play this card at the start of a round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Berserker skill.

Faith Through Fear ~Gamma~

You may play this card when one of your fighters fails a Leadership, Cool, or Willpower check (including a Nerve test).

The fighter is considered to have passed their check, and until the end of the current round they also automatically pass any other Leadership, Cool, or Willpower checks they must make.

Faith Through Fire ~Gamma~

You may play this card at the start of any round.

For the duration of this round, your gang's fighters may ignore any Blaze markers on them, moving and taking actions as normal. In addition, all of their close combat attacks that have the Melee trait gain the Blaze trait during their activation.

For The Lost! ~Alpha~

You may play this card when one of your gang's fighters is taken Out of Action.

Each of your gang's Engaged fighters may select one of their weapons that has the Melee trait and make a single attack with it against an enemy fighter they are Engaged with; enemy fighter(s) attacked in this way do not make Reaction attacks.

Glorious Firebrand ~Beta~

You may play this card when activating a fighter. Select one of the fighter's ranged weapons that has the Blaze or Melta trait, and tuck this card under that fighter's card.

The selected weapon automatically passes all Ammo checks it is required to make.

Let It Burn! ~Gamma~

You may play this card to interrupt an enemy fighter's activation when they try to get rid of a Blaze marker on themselves.

The enemy fighter's attempts to get rid of the Blaze marker fail and their activation ends immediately.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Redemption ~Gamma~

You may play this card when one of your gang's fighters fails to inflict any wounds in close combat.

You may reroll all of the fighter's close combat hits that failed to wound.

Battle Shock ~Gamma~

You may play this card to interrupt an enemy fighter's Nerve test as soon as it is declared but before it is resolved.

The interrupted enemy fighter must make their Nerve test, but rolls one fewer D6 than usual and does not benefit from bonuses from allies.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Burst of Courage ~Gamma~

You may play this card when one of your gang's fighters must make a Cool or Willpower check (including a Nerve test).

The fighter automatically passes the check. Additionally, the fighter may discard a Flesh Wound (if any). After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Desperate Effort ~Beta~

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Fearsome Reputation ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter gains the benefits of the Fearsome skill for the remainder of this battle.

Makeshift Ladder ( ≠ )  ~Gamma~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.

Not Quite Dead Yet ( Ψ )  ~Beta~

You may play this card when one of your fighters suffers a Critical Injury due to a Lasting Injury roll.

The fighter suffers a Grievous Injury instead of a Critical Injury.

Worse Than It Looked ( Ψ )  ~Beta~

You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.

The opposing fighter suffers a Critical Injury instead of a Permanent Injury.

You're Coming With Me! ~Beta~

You may play this card when a fighter attempts to Coup de Grace one of your gang's fighters.

Before your gang's fighter is removed from play, they stand up and move into base contact with the enemy that Coup de Graced them, making a Fight action targeting that fighter. After the Resolve Hits step of the close combat sequence for this attack is completed, before the Enemies Make Reaction Attacks step, this fighter is taken Out of Action.