Gang Terrain
Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the gang takes part in unless noted otherwise.
Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters:
- Deployment zone (default).
- Outside enemy deployment zone (if specified).
- Anywhere (if specified).
Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are represented by suitable markers (weapons, relics, traps) depending on type.
Type | Gang | Rarity | Trading Post | Deployment | Requirement | Base Size (mm) |
---|---|---|---|---|---|---|
Incendiary Trap (Hidden Traps) | Cawdor | Common | 30 | Outside enemy deployment zone. | - | |
Holy Gang-Relic (Gang Relic) | Cawdor | Rare (8) | 30 | Defender only. | 40 | |
Hive Incense | Cawdor | Rare (7) | 40 | Outside enemy deployment zone. | 32 | |
Caged Heretic | Cawdor | Rare (9) | 40 | Outside enemy deployment zone. | 32 | |
Divine Brazier | Cawdor | Common | 80 | Deployment zone. | 32 | |
Sightblind Trap (Hidden Traps) | Delaque | Rare (11) | 40 | Outside enemy deployment zone. | ||
Shadow Veil | Delaque | Rare (9) | 50 | Outside enemy deployment zone. | 25 | |
Whisperbox | Delaque | Rare (10) | 60 | Outside enemy deployment zone. | 25 | |
Web Trap (Hidden Traps) | Delaque | Rare (11) | 80 | Outside enemy deployment zone. | ||
Euclidean Artefact (Gang Relic) | Delaque | Rare (9) | 90 | Deployment zone. | Defender only. | 40 |
Blade Cages (Hidden Traps) | Escher | Rare (9) | 50 | Outside enemy deployment zone. | ||
Decapitators (Hidden Traps) | Escher | Rare (11) | 75 | Outside enemy deployment zone. | ||
Gas Canisters | Escher | Common | 15 | Deployment zone. | ||
Gas Censers | Escher | Rare (10) | 50 | Outside enemy deployment zone. | ||
Chymist Cult Relic (Gang Relic) | Escher | Rare (10) | 100 | Deployment zone. | ||
Amneo Canisters | Goliath | Rare (9) | 60 | Deployment zone. | ||
Furnace Barricade | Goliath | Common | 10 | Outside enemy deployment zone. | Defender only. | |
Heavy Rivet Cannon | Goliath | Rare (8) | 75 | Deployment zone. | ||
Pillar of Chains (Gang Relic) | Goliath | Common | 20 | Deployment zone. | ||
Relic of the Forge (Gang Relic) | Goliath | Rare (10) | 100 | Deployment zone. | Defender only. | |
Sawn-off Surprise (Booby Trap) | Orlock | Common | 20 | Anywhere. | ||
Promethium Barrels | Orlock | Rare (8) | 30 | At least 3" from enemy deployment zone. | ||
Tool Box | Orlock | Rare (9) | 50 | Deployment zone. | ||
Road Relic (Gang Relic) | Orlock | Rare (10) | 75 | Outside enemy deployment zone. | Defender only. | |
Servitor Sentry | Orlock | Rare (11) | 100 | Deployment zone. | Defender only. | |
Rad Casters | Van Saar | Rare (10) | 40 | Outside enemy deployment zone. | ||
Energy Sink | Van Saar | Rare (10) | 60 | Outside enemy deployment zone. | ||
Thermal Mines (Hidden Traps) | Van Saar | Rare (11) | 70 | Outside enemy deployment zone. | ||
Archaeo-relic (Gang Relic) | Van Saar | Rare (9) | 80 | Deployment zone. | ||
Rad cannon Emplacement | Van Saar | Rare (8) | 145 | Deployment zone. | Defender only. |
Hidden Traps
Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded.
Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered.
Scenarios Without Deployment Zones
If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario.
Gang Relics
There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang Relics (based on the original one):
- Any active fighter within 1” of the enemy’s relic can make a Double action to defile it.
- +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere).
- Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again.
Cawdor
Incendiary Traps (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2", immediately stop and make an Initiative test:
- Success (unrevealed):
- Not triggered (continue movement).
- Failure (revealed):
- If true, Centre a 5" blast on the trap, all fighters hit suffer:
- S2, Ap-2, D1, Blaze, Single Shot.
Holy Gang-relic (Gang Relic)
- Deployment: Deployment zone.
Counts as a Gang Relic:
- Only available when defending.
- +2 Cool & Ld for friendly fighters within 6”.
- Active enemy fighters within 1” can spend a Double action to defile it:
- +D3 XP.
- No longers offers any bonuses, can't be wrecked again.
Faction fighters within 6":
- +1 to hit & wound rolls (in close combat).
Hive Incense
- Deployment: Outside enemy deployment zone.
- At least 6" from any enemy fighters (irrelevant).
Apply the following effects within 3":
- -1 hit modifier to ranged attacks (into, through and out of). 0 When activating, non-Faction fighters must pass a Toughness test (any special rules affecting Gas, like respirators, can be applied), or the first Move (Simple) action will be in a random direction.
Divine Brazier
- Deployment: Deployment zone.
- Pitch Black: All fighters are revealed while within 3".
- Any fighter can spend a Simple action to add Blaze to a Melee weapon (until the End phase of the following round).
Caged Heretic
- Deployment: Outside enemy deployment zone.
- At least 6" from any enemy fighters (irrelevant).
Apply the following effects within 6":
- When ending an activation, fighters (except Faction fighters) must make a Nerve test.
Can be destroyed and removed in the following ways:
- 5+ if hit by Blast/Template attacks.
- Enemy fighters B2B can spend a Double action and pass a Strength or Intelligence test (freeing the heretic), also gaining D3 XP if successful.
Delaque
Sightblind Trap (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2”, it is automatically triggered (revealed):
- Blast (5"), Flash, Single Shot.
Shadowe Veil
- Deployment: Outside enemy deployment zone.
Pitch Black within 3":
- Effectively blocks LOS from one side to the other.
- Can be targeted as a fighter (affected by Pitch Black): Toughness 4, 1 Wound. Removed from the battle if reduced to 0 Wounds (automatically repaired between battles and is not lost to the gang).
Whisperbox
- Deployment: Outside enemy deployment zone.
Enemies within 8" suffer -1 to Cool tests.
An enemy B2B can spend a Basic action and pass an Intelligence test with a -3 modifier to destroy it (automatically repaired between battles and is not lost to the gang).
Web Trap (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2”, immediately stop and make an Initiative test:
- Success (unrevealed):
- Not triggered (continue movement).
- Failure (revealed):
- If true, apply the following:
S5, AP-2, Blast (5"), Web, Single Shot.
- If true, apply the following:
Euclidean Artefact
- Deployment: Deployment zone.
Counts as a Gang Relic:
- +2 Cool & Ld for friendly fighters within 6”.
- Only available when defending.
Friendly Faction fighters within 8” counts as being in full cover.
Chaotic
- Rare (9), 75, Deployment zone
Cult Ritual Chamber
If a fighter ends their turn within 6” of the Ritual Circle, make a Willpower test for them. If the test is failed, they gain Insanity. When a fighter with Insanity is activated, roll a D6.
D6 | Result |
---|---|
1-2 | The fighter is immediately Broken, if already Broken, they flee (even if their gang has not failed a Bottle test). |
3-4 | An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. |
5-6 | The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity. |
Escher
Blade Cages (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2”, immediately stop and make an Initiative test:
- Success (unrevealed):
- Not triggered (continue movement).
- Failure (revealed):
- If true, apply the following:
- Move into B2B with the trap.
- Become Webbed. As long as a fighter is trapped, it can't trap additional fighters (not triggered by enemy movement).
- If true, apply the following:
Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter becomes trapped (becoming Webbed).
Decapitators (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2”, immediately stop and make an Initiative test:
- Success (unrevealed):
- Not triggered (continue movement).
- Failure (revealed):
- If true, suffer an Injury dice.
Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter suffers an Injury dice.
Gas Canisters
- Deployment: Deployment zone. Similar to a Loot casket (can be moved in the same way). Friendly fighters within 1” can use it as it were chem-synth, but only for Gas weapons.
Can be targeted by ranged attacks as if a fighter (including being touched by Blas/Template). Toughness 3. If taking any damage, it is destroyed. Center a 3” Blast over it before being removed. All fighters touched by the Blast suffer a Gas hit.
Gas Censers
- Deployment: Outside enemy deployment zone. In the End phase, fighters within 3” must pass a Toughness test (adding any modifiers that protects against Gas) or suffer an immediate Flesh Wound (a roll of 6 always fails).
Can be thrown by friendly fighters B2B as a Choke Gas Grenade. After the attack, it is removed from the battlefield.
Chymist Cult Relic (Gang Relic)
- Deployment: Deployment zone.
Counts as a Gang Relic:
- Only available when defending.
- +2 Cool & Ld for friendly fighters within 6”.
Fighters within 3":
- Friendly:
- Usable as a chem-synth (for Gas & Toxin weapons).
- Counts as Assistance if Seriously Injured during Recovery tests in the End phase.
- Enemy:
- When ending an activation, pass a Toughness test (adding any modifiers that protects against Gas) or immediately suffer a Flesh Wound.
If defiled, the bonuses to Cool and Leadership test are lost, but the other benefits remain.
Goliath
Amneo Canisters
- Deployment: Deployment zone.
Faction fighters within 3” can remove 1 Flesh Wound during the End phase of any round.
Furnace Barricade
- Deployment: Anywhere outside enemy deployment.
Ignore Blaze and Melta traits when hit within 1” if it grants cover against the origin of the hit.
Heavy Rivet Cannon
- Deployment: Deployment zone.
- Only available when defending.
Heavy rivet cannon | S | L | S | L | Str | AP | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending |
Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending |
Pillar of Chains (Gang Relic)
- Deployment: Deployment zone.
Can re-roll one or both dice if the gang has a chance to capture enemy fighters.
Relic of the Forge (Gang Relic)
- Deployment: Deployment zone.
Counts as a Gang Relic:
- +2 Cool & Ld for friendly fighters within 6”.
- Only available when defending.
Fighters within 3”:
- Friendly Faction:
- Ignore Disarm.
- Re-roll failed Ammo tests.
- Enemy:
- If ending an activation, pass a Nerve test or become Broken.
Orlock
Sawn-off Surprise (Booby Trap)
- Deployment: Anywhere.
A Booby Trap that causes an automatic hit with a Sawn-off shotgun (Str 3, D1, Scattershot) against all fighters within 3” when it explodes.
If any fighter comes within 2” for any reason, roll a D6:
D6 | Result |
---|---|
1 | Removed (a dud). |
2-3 | Not triggered (remains). |
4+ | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. |
If triggered, any movement is interrupted whilst this is resolved. If a moving fighter is Pinned or Injured, the movement ends.
A booby trap can be targeted with ranged attacks. Apply a -1 hit modifier to Short range, or a -2 hit modifier at Long range. If hit, roll a D3:
D3 | Result |
---|---|
1 | No effect. |
2 | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. |
3 | Disarmed and removed. |
Promethium Barrels
- Deployment: Anywhere at least 3” from enemy deployment zone.
Apply the following effects to all fighters (friend & foe!) within 3”:
- If activating within 3”, fighters can only make a single Move (Simple) action during the activation.
- +1 modifier if hit by Blaze to see if the fighter is set on fire.
Servitor Sentry
- Deployment: Deployment zone.
Living Wargear:
- Counts as a fighter in all regards.
- Can't gain XP.
- Ignore Lasting Injury rolls (counts as ‘Out Cold’).
- Automatically pass Cool & Willpower tests.
- Automatically fail Leadership & Intelligence tests.
- Do not count for the purposes of Bottle tests.
- Can't be Reinforcement.
- Must always be deployed on the battlefield (in addition to the specified crew size).
- Immobile (can't move).
- Can be moved by friendly fighters like a Loot casket.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
- | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ |
Weapons: Autogun or shotgun (solid & scatter).
Tool Box
- Deployment: Deployment zone.
Can be moved like a Loot casket.
Apply the following effects to friendly fighters within 1” when activating (before making any actions):
- Make a free Reload (Simple) action.
- Mechanic fighters (Cyber-mastiff, Ambot, Servitor Sentry or Servitor):
- Roll a 4+ to remove a single Flesh Wound or recover a lost Wound.
Road Relic (Gang Relic)
- Deployment: Deployment zone.
Counts as a Gang Relic:
- +2 Cool & Ld for friendly fighters within 6”.
- Only available when defending.
Also includes Heavy stubber turret:
Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (1) |
Suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (3), Unstable |
Van Saar
Rad Cannon Emplacement
- Deployment: Deployment zone.
Only available when defending.
Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Rad cannon (emplacement) | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | Blast (5”), Fixed, Rad-phage, Unwieldy |
Thermal Mines (Hidden Traps)
- Deployment: Outside enemy deployment zone.
When an enemy moves within 2”, immediately stop and make an Initiative test:
- Success:
- Not triggered (remains unrevealed).
- Failure:
- The trap is revealed, if true, all fighters within 6” suffer a S8 AP -4 D3 Blaze Melta hit. Note that Melta only applies to fighters within 3” (half range).
Energy Sink
- Deployment: Outside enemy deployment zone.
Can be represented by a token/marker.
Affects the following weapons (ranged & close combat):
- Power (trait).
- Melta (trait).
- Las.
- Plasma.
If a fighter makes an attack with such a weapon, reduce the Strength depending on the distance to the Energy Sink:
- Within 3”: -D3S (min 1).
- Within 6”: -1S (min 1).
Rad Casters
- Deployment: Outside enemy deployment zone.
Can be represented by a token/marker.
If within 3” in the End phase, pass a Toughness test (+1 modifier per equipped item that protects against Rad-phage weapons), suffer a Flesh Wound.
Friendly fighters B2B can throw it as a Rad Grenade (removed the attack).
Archaeo-relic (Gang Relic)
- Deployment: Deployment zone.
Counts as a Gang Relic:
- +2 Cool & Ld for friendly fighters within 6”.
- Only available when defending.
Enemy fighters ending an activation within 3” must pass an Intelligence test or gain Insanity. If defiled, this effect is retained, but the generic effects are lost (modifier to Cl & Ld).