NMII 02 Redemptionist Crusade

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7/27/2019 NMII 02 Redemptionist Crusade http://slidepdf.com/reader/full/nmii-02-redemptionist-crusade 1/8 FIEDEMFfl trNI=iT EFIU=iADE SFEEAL The following special rules apply to members of the Redemption: THE FITT/INE trRUsAbE A Redemptionist Crusade possesses no territory. Instead they move endlessly through the badlands, using their sermons and holy teachings to spread the word where they can, slaughtering and purging with fire and bullet where they must. Similarly, unlike true outlaws, the Redemptionists have no need of hideouts or dens - they are able simply to move amongst Redemptionist homesteads and settlements, or lodge with sympathetic underhivers as they travel on their holy crusade. Redemptionists begin with no territory and may never gain territory - they will never, ever possess territory for any reason. Never! Ever! Instead, after each game the Crusade receives 'donations' in credits, equal to 2D6 multiplied by the Priest's Leadership. Any of the CrusadesBrethren may be sent to collect further donations, and such Brethren (not Zealot or Deacon) sent to do so collects a further D6 credits. These donations provide the gang's income, and the total collectedshould be looked up on the Income F!ULE5 table as normal to determine the cost of maintenance and so forth. As normal the profit is added to the Crusade'sstash. If the Redemption ever capture a piece of enemy territory they gain none of the usual benefits from it, since their Crusade will inevitably cause them to move on swiftly arryway. Howeveg after a game where the Redemption captures a piece of enemy territory the Redemptor Priest may make two Influence actions instead of the normal one. These are explained later in the rules for Redemptor Priests. wEAFENS, EEIUIFMENT E. TRADINEi Redemptionists acquire their equipment and weaponry by a number of means, though predominantly from fellow members of the Redemptionist cause who perhaps work as traders or servants to the guilders. The most easily available weapons are those acquired through allies within House Cawdor, so Redemptionists may use the House Cawdor weapon list from the Necromunda rulebook when starting a gang, buying new weapons or

Transcript of NMII 02 Redemptionist Crusade

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FIEDEMFfl trNI=iT EFIU=iADE

SFEEAL

The following special rules apply to members

of the Redemption:

THE FITT/INE trRUsAbEA Redemptionist Crusade possesses no

territory. Instead they move endlessly through

the badlands, using their sermons and holy

teachings to spread the word where they can,slaughtering and purging with fire and bulletwhere they must. Similarly, unlike true

outlaws, the Redemptionists have no need ofhideouts or dens - they are able simply tomove amongst Redemptionist homesteads andsettlements, or lodge with sympathetic

underhivers as they travel on their holy

crusade. Redemptionists begin with no

territory and may never gain territory - theywill never, ever possess territory for anyreason. Never! Ever! Instead, after each game

the Crusade receives 'donations' in credits,equal to 2D6 multiplied by the Priest's

Leadership. Any of the CrusadesBrethren may

be sent to collect further donations, and suchBrethren (not Zealot or Deacon) sent to do so

collects a further D6 credits. These donationsprovide the gang's income, and the totalcollected should be looked up on the Income

F!ULE5

table as normal to determine the cost ofmaintenance and so forth. As normal the profit

is added to the Crusade'sstash.

If the Redemption ever capture a piece ofenemy territory they gain none of the usual

benefits from it, since their Crusade will

inevitably cause them to move on swiftlyarryway. Howeveg after a game where the

Redemption captures a piece of enemy

territory the Redemptor Priest may make twoInfluence actions instead of the normal one.These are explained later in the rules forRedemptor Priests.

wEAFENS,

EEIUIFMENT E. TRADINEi

Redemptionists acquire their equipment andweaponry by a number of means, thoughpredominantly from fellow members of theRedemptionist cause who perhaps work astraders or servants to the guilders. The mosteasily available weapons are those acquiredthrough allies within House Cawdor, soRedemptionists may use the House Cawdorweapon list from the Necromunda rulebookwhen starting a gang, buying new weapons or

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equipping new members. In campaigns,

Redemptionists use the Trading Post and Rare

Trade chart as normal and count asmembers of

House Cawdor when doing so (so still use the

House Cawdor weapons list). The only

exception to this are healy weapons, which the

Redemption does not have the means to

maintain properly, and hence may not purchase

or own for any reason.

You should note that it is also possible for them

acquire non-typical weapons by exerting their

influence amongst sympathisers throughout

the hive. This is described later in the rules for

Redemptor Priests.

HIFIED EiUNS

The Redemptionists consider all outsiders to be

impure, tainted fools already on the path to

heresy and damnation, and as such absolutelywill not associate with them. For this reason,

Redemptionists cannot make use of any Hired

Guns unless specifically permitted to do so in

the rules for the Hired Gun in question.

trAFTLJFIED EUTLA*OSES

E. EtrUNTYThe Redemptionists, along with a number of

other lawless, outcast groups of society are

known as

'outlanders'.

Outlanders arefeared

and distrusted by almost the entire population

of the hive, and not without good cause, since

their presence invariably brings one form of

trouble or another. Outlanders are a step

beyond the law - not simply those who have

crossed the law and broken past its limits, but

rather they are those people who have chosen

to simply ignore all law and live by their own

codes, caring nothing for the consequences.

The Guilders long ago declared the activities of

all Outlanders to be illegal, and as such abounty remains on the head of all such

Outlanders, the Redemption included. For this

reason, when a Redemptionist is captured

(assuming he is not successfullyrescued by his

own gang), he is turned over to the Guilder

courts and the gang who captured him receive

a reward equal to the model's experience in

credits.

Note: Redemptionists are ruthless and

uncompromising in all matters and wouldnever consider dealing with heathens, even

over captives. This means when a member of

the Redemption is captured by the enemy, their

own gang must attempt a Rescue mission to

retrieve them, but is not permitted to exchangeprisoners or pay a ransom for them. If the

Rescue attempt fails, the captured

Redemptionist is handed over to the Guilder

courts, as noted above.

F!EtrF!UITMENT

Use the following list when recruiting the

members of a Redemptionist Crusade.

Redemptor Priest: The Crusade may include

up to one Redemptor Priest to lead it. The

Crusadedoes not have to include a Redemptor

Priest, and if not, it may well represent a

collective rabble or mob undertaking their

own campaign of violence and carr.age

throughout the Underhive, rather than an

organised Crusade proper. It is very rare for

such mobs to last very long - most dissipate

very quickly, so for the most part almost all

Crusadesare led by a Redemptor Priest.

Brethren: At least half the fighters in a

Redemptionist gang must be Brethren. If the

number of Brethren ever falls below hall the

g^ng may only recruit Brethren until they again

constitute at least har the gang. You may not

recruit new members to the gang if doing so

would cause the number of Brethren to fall

below half (eg, if your gang contained six

Brethren and six other models, you may only

recruit Brethren, since a seventh model of any

other kind would break the minimum limit for

Brethren).

Deacons & Zealots: The Crusade may include

as many Deacons or Zealots as permitted by

the limitations on Brethren. as noted above.

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Cost to Recruit: 180 Credits

A Redemptionist Crusade is nothing without aPriest to lead it. It is he who constantlyescalates he intolerance, bigotry and hatred ofhis followers, it is he who instils

in them theviolent fanaticism which leads them to battle, itis he they fight for, he they die for.

.Without

such an inspirational figure, the burning firesof righteousness inevitably dim and a crusadeis likely to fall apdrt under the strains ofinternal squabbles, petty differences in beliefand other such disputes. More so than anyother form of gangleader, it is the RedemptorPriest who carries with him the fate of all hisfollowers.

and the effects noted for the chosen sermonapply for the duration of the game. If the scoreis more than the Priest's Leadership, thesermon fails to fire its audience and theRedemptionists gain no benefit this game.

The effects of a sermon last only for a singlegame, and even if you choose the samesermon

two games a row you must still make separateLeadership rolls before each game.

Influence

A Redemptor Priest carries considerableweight, not merely with his own followers, butalso with a variety of sympathetic soulsthroughout the hive. After each game, theRedemptor Priest may attempt one of theactions from the Influence list. If the gangcaptures a piece of enemy territory during thegame, the Redemptor Priest may attempt twoactions nstead.

Cost to Recruit: 35 Credits

Brethren are those members of thcRedemption who have been accepted fully intoits order, though have yet to achieve anydistinguishing rank. They include both novices

(recent recruits, yet to be fully confirmed) andfull brothers (those men who have served withthe Redemption for some time, and may wellhave undertaken many Crusades in the past).Because Redemption is a frame of mind thatcan come upon a man at any time of life, therelationship between novices and brothers isnot simply a matter of age. There are manyaged novices - men who have lived out greatportions of their lives as ordinary workerswithin hive cities, only to undergo some

massive revelation late in life and pledgethemselves to the Crusade. For all their years,these men are just as ill-prepared and inept asanyyoung boy taking up arms for the first time.Likewise, there are numerous men of all agesamongst the Crusade who have never knownany thing other than its creed, and often bearexperience far beyond their years.

Because of this, the Brethren in aRedemptionist Crusade are likely to have

varylng characteristics and experience. At theoutset of a campaign (or when picking a gangfor a one-off game) you should decide howmany Brethren you wish to recruit then, in fullsight of your opponent, you should roll a dicefor each Brethren and look up the score on thechart opposite to discover their profile. Just rollone dice per Brethren and use the completeprofile line related to the score - don't roll onedice for each individual characteristic!

M W S B S S T W I

P r i e s t 4 4 4 3 3 | 4

A L d

1 8

Weapons: A Redemptor Priest of,ay beequipped with any equipment chosen from theRedemptionist weapon list or House Cawdorweapon list.

Special Rules

A Redemptor Priest is subjecr to the followingspecial rules:

Inspirational

Leadersbip. As the individual who in alllikelihood first introduced his followers to therigid doctrines of the Redemptionist cult, thePriest is a truly inspirational figure, withoutwhom the rest of the gang is likely to beconsumed by uncertainty and doubt. As longas the Redemptor Priest remains on the table,the rest of the gang receives a *1 Leadershipbonus, even if the Priest s pinned, wounded or

down (since they are just as likely to feelincreasingly courageous from seeing theirleader shot down by the hordes of disbelieversas they are from seeing him lead them intobattle). The Priest himself does nor receive rhisbonus.

In addition, any model within 6" of theRedemptor Priest may use his Leadership valuewhen taking Leadership tests.

Pinning. A Redemptor Priest can always

attempt to recover from being pinned, even ifhe has no Crusaderswithin 2" of him

Sermons

Before the game, the Redemptor Priest mayperform ONE of the sermons listed, steelingthe gang's will for the coming battle. Choose asermon from the Sermons list and roll 2DGagainst the Priest's Leadership. If the score isequal to or less than the characteristic, hecarries out the seffnon with suitable aplomb

E!H

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You will also notice that the score rolled for

each Brethren indicates the amount of

experience with which the fighter begins thecampaign. After making a note of the model'sprofile, roll the number of dice indicated and

add them together to determine the model's

starting experience.

D6R e s u l r M W S B S S T W I A Ld Exp

1, 4 2 2 3 3 r 3 | 5 D6

2 4 2 3 3 3' t

3 | 5 2 D 6

3 4 3 2 3 3 1 , 3 | 5 3 D 6

4 4 2 3 3 3 | 3 L 6 4 D 6

5 4 3 2 3 3 1 3 r 6 5 D 6

6 1 3 3 3 3 | 3 | 6 6 D 6

Weapons: Brethren are equipped according to

their experiencb, since the Crusade will be

reluctant to place expensive weaponry in thehands of relative novices. If a Brethren has an

experience rating of 10 or less, he may be

armed with weapons chosen from the Close

Combat or Pistols sections of theRedemptionist weapon list. If the Brethren has

an experience rating of 11 or more, he may

also choose weapons from the Basic Weaponssection of the list. Any Brethren may purchase

equipment from the Grenades and Shotgun

Shells section of the list.This restriction also applies in a campaign, so

once a Brethren has gained enough experience

to raise his rating above 10, he may be armed

with basicweapons from that point on.

Cost to Recruit: 60 Credits

The Deacons attend to the secular affairs of the

Crusade: silencing dissenters, controlling thecrowds while the Redemptor preaches,pfotecting his person from defilers and soforth. Deacons are confirmed Brethren who

are fanatically loyal to the Redemption andcompletely trustworthy in the Priesthood's

eyes.Their faith is rewarded with a position ofresponsibility and the best weaponry.

Cost to Recruit: 60 Credits

Zealots are crazed individuals touched by the

Emperor's fury. They are so filled with bile and

anger that they are in an almost perrnanent

state of rage. They test their faith by plungingheadlong into combat with the greatestsinners

they can find. They even lash at themselves to

savour the pain of purgation, but they wouldrather carve the path of redemption into their

enemies' hearts. Zealots carry only pistols or

close combat weapons, preferring their battleof faith to be fought face to face with the

sinners.

Zealots are most commonly armed with an

Eviscerator, a giant double-handed chainsawfitted with an Exterminator flame cartridge, to

slice and burn the unbelievers into charred

lumps (for their own good, of course!).

M V S B S S T W I A L d

Z e a l o t 4 3 3 3 3 1 3 l 6

Weapons: A Zealot may be given equipment

chosen from the Close Combat and Pistol'Weapons

sections of the special Redemptionist

lists.Special RulesFrenry! Zealots are subject to the rules for

fteruy. Note that frenzy overrides all the des

for hatred unless the Zealot's frenzy is kept

under control by passing a Leadership test at

the start of the turn. This means that a Zealot

can be frenzied or suffer hatred in a turn, not

both.

M W S B S S

Deacor r4 3 3 3

T \ T I

3 L 3

A L d

1 6

Weapons: A Deacon may be given equipment

chosen from the Close Combat, Basic, Pistol,

Special'Weapons,

Grenades and Shotgun

Shells sections of the special Redemptionistlists.

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FTEDEMFTEF! FFIIE=ITSPEEAL F!ULE=i

sERMTlN5Before tbe game, tbe Redemptor Priest may perform ONE oJ tbe serrnons listed, steeling

tbe gang's willfor tbe coming bo.ttle. Cboose a sertnonfrom tbe Sermons list and roll 2D6against tbe Priest's Leadersbip. If tbe score k equal to or less tban tbe cbaracteristic, hecarries out tlte serrnon witlt suitable aplomb and. tbe effects noted.Jor tbe cbosen sennonapplyfor tbe durqtion of tlte gqme. If tlte score is more than tbe Priest's Leadersbip, tbesertnonfails tofire its audience and tlte Red.emptionists gain no benefit tltis game.The effects of a sertnon last only for a single ganne, a.nd. eaen if you cltoose tbe samese/nnon hoo gomes a row you ,nust still make seperete leadersbip rolls before eacltgame.

=iEFIMEN trIF

FIIEHTEEIUEi HATFIED

MAHINE EILESEiINEi

Tbe Priest inuokes an incessant, irrationalraging batred in bis followers, flling tbemntitb uisions of tbe sins uthicb their enemiescommit, recounting tbe beresies rahicb they

speak and reaffirming tbe unnerring deuotionttitb ttbich tbey must ouercome tbem.

If this serrnon is preached successfully, theentire gang is subject to the rules for hatred forthe following game. If your opponent's gang

contains arry mutants, witches, aliens,outlanders or outlaws you MUST choose thissermon, though in such a case it willautomatically succeed and no Leadership testis required.

THE lPggTH EF =EFIVITUDE

TbePriest begins a lenghty diatribe on how his

follouters' can only proue tbeir utortb througbutterly seffiess obeyance of tbe Imperial Creed

ctnd, more tellingly, seruing the Redemptionistcrusade. Witb such words ecboing in theirbeads, tbe Redentptionists begtng to consider

tbeir liues as utortb little and gladly take fargreater risks tban otber nlen utould dare.

If the Redemptor Priest successfully employsthis sermon, all members of the g fig mayalways attempt to escapepinning, even if theyhave no friend within 2" (in the same manneras the Redemptor Priest himself. If theRedemptionist gang has a lower gang tatirrg

than the enemy, and the difference is at least

,100 or more, this sermon is automaticallysuccessful (no Leadership test is necessary).

Tbe Macbine Blessing is one of tbe moremundance sermons used by tbe Redemption,and is corwnon to rnost follouers of tbeImperial Creed. As sucb it doesn't rely on tbeRedemption's usual bile and hatred, butratber uses certain incantations to tbeMachine God to confer a blessing upon thecongregati on's w eapons.

If the Redemptor Priest s successful n carryingout this sermon, a gteat boon is extended

acrossall machinery owned by members of thegang, and the gang may re-roll all failed Ammotestsduring the game. Once any member of thegang fails a re-rolled Ammo Test the MachineBlessing ceases to apply and further Ammotests must be taken as normal.

=iEFIMEN trIF FA]THFUL

DB/trITItrN

urge to serue tbe Emperor just as tuell as hehimself does, inciting tbem to striue to be the

Sreatest of tbe Emperor's seruants. Afierce airof competition descends ouer tbecongregation, and all tbose present gain abeightened senseof determination.

If this serrnon is successfully preached, allmembers of the Crusade may use theRedemptor Priest's own Leadership instead oftheir own. If the Priest goes down or out ofaction, his grip on his followers is slackened a

little and this rule ceases o apply - all the gangmembers revert to using their own Leadership

for the remainder of the game. If the Crusadeis about to embark on a Rescue mission toretrieve a captured friend, this sermon isautomatically successful (no Leadership testnecessarv).

E!E

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FIEDEMFTEF! FFIIE=iT

=iFEEAL FlULE=i

!NFIJJENtrEA Redemptor Priest carries considerable u.teigltt, not merely u)itlt bis or,onfollouters, butalso ouitlt a aartefit of sympatbetic souls tbrougltout tlte biae. Ajter eacb game, tbeRedentptor Priest ma! eltempt one of tbe actions from tbe fnJluence list. If tbe gang

ca.ptures a piece of enemy ter-ritor! d.uring tbe game, tbe Redemptor Priest may attenl.pttrDo actions instead.

F!EDEEM ATTFIAtrT trEN|VEFIT=i'lhe

Redemptor Priest may only attempt to usethis form of influence if the Crusade has

captured an enemy fighter. The Priest may not

attempt to redeem Scawies, mutants, aliens,

Spyrers or V?rds, who instead will be burnedby the Crusade if not rescued by the gang. \(zithall other captives howeveq the Priest will

attempt to convince them to fepent their sinsand convert to the Redemptionist cause. ThePriest rolls 2D6 and adds his Leadership whilethe opposing player rolls 2D6 and adds thecaptive's Leadership. If the Priest's score ishigheq the prisoner is indoctrinated and ioinsthe Crusade. Delete him from his own gang's

roster and copy all his characteristics, skills andexperience over to the Crusade's gang roster.His weapons (and his name for that matter) arelost and he must be re-equipped from the stashor with new weapons bought by theRedemptionists. If the prisoner's score is equalto or gfeatef than the Priest's, he resists andrefuses to repent, though no doubt will bebroken in the process and is considered killed.

FlAI=iE btrNATIE]N=iThe Redemptor Priest must roll 2D6 againsthisleadership to try and 'persuade'

amenableunderhivers to give a little more generously tothe Redemptionist coffers. If the score is equalto or less than the Priest's leadership theRedemptionists receive an extra D6 x 10 creditsworth of donations this game. If the score ismore than the Priest's leadership, his

technique is unconvincing and no additionaldonations are gained.

The Priest makes it his particular goal to give asermon in one of the nearby Underhivesettlements, taking particular care to aim his

words at some of the more malleable members

of his audience, suggesting to them the meritsof Redemption. Roll 2D6 against the Priest'sLeadership. If the score is equal to or more

than the characteristic, a new convert is

attracted to the cause by the Priest's powerful

oration and you may add a single Brethren toyour gang roster (roll to determine the model'sprofile as normal). The new gang member has

no weapons and must be equipped by theCrusade, either from their stash or with new

weapons bought with their avallablecredits.

DFIAW A EiYMFATHETIE EAF!.'lhe

Priest seeks out one of the many well-

connected (but less openly affiliated) members

of the cult to seek their aid in the struggle forRedemption. This may be a trader within one

of the settlements, a prominent member ofanother g ng, ^ sympathiser from within thehive city or perhaps even a member of the guild

or one of the noble houses. The Priest must roll

2D6 againsthis Leadership. If the score is equalto or less than the characteristic, his words earn

some secfetive assistance for the cause andallow the Crusade to buy either a single item(of their choice) from the Rare Trade chart in

the Necromunda rulebook, or to buy as many

items as they wish from the weapon list of one

of the other hive city houses @ut NOT from theweapon list of another outlander or outlawgang).

;27

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FIEbEMFTItrNI=iT WEAFtrN LIsiT

Hand-to-Hand Weapons

Chains & Flails*

Clubs, Mauls & Bludgeons*Eviscerator*

Knife*

MassiveAxe, Sword or Club*

Pistol Weapons

Autopistol

Stub Gun

Basic Weapons

Autogun*

Shotgun*

Special Weapons

Boltgun*

Flamer*

Lasgun*

Grenades & Shotgun ShellsFrag grenades

Krak grenades

Man-Stopper Shotgun shellHot Shot Shotgun shellBolt Shotgun shellDum Dum bullets for Stub gun

*May have an Exterminator cartridgeadded for *15 credits

FIEDEMFTItrNI=iT EXPEFIIENtrE

5Y5TEMStarting ExperienceThe starting experience or membersof theRedemptionist Crusade is as follows:

starting experience. It's worth mentioning,

however, that an experience rating of 13 doesmean the model can be equipped with basicweapons, as noted under 'weapons' in therules for Brethren.

EXPERIENCE ADVANCE TABLE

ExperiencePoints Title

0-5 Novice

(Starting level for Novices)

l,ft .tI-2O Novice

3I-4O Brother

f,fiffiF##'EF'{.s5L-60 Brother

Senior Brother

i.{:ii#fffi:721-740 Senior Brother

i 161-180 Senior Brother

ril2O1.24O Redemptive Brother

ig281-320 Redemptive Brother

Redemptive Brother

Advances

Redemptionists use the normal Gang Advanceroll table. The only special consideration is thatRedemptionist models have a maximumleadership of 10, not 9 as is the case for therather less well morallv defined members ofother gangs.

Cost

10

10

30Free

L 5

b10

20

20

3540) \

305055

155

Brethren

Zealot

Deacon

Priest

Random

2 0 + D 62 0 + D 66 0 + D 6

As noted in the rules for Brethren, theirstarting experience is determined randomly toreflect the fact that the age and experience ofeven very new converts to the Redemption canvary greatly.This means that different Brethrenmay well start within different experience

bands on the Gaining Experience tableopposite. Regardless of what level Brethrenstart at, this counts as their starting experience,

so Brethren do not gain any advances,characteristic increases or skills for beginninghigher up the table.

So, for example, when rolling for a particular

Brethren's profile, the Redemptionist player

scores a 4, meaning (amongst other things)that the model begins with 4D6 experience.After rolling 4D6, the total is 13, so theBrethren in question begins as a 'novice'

onthe third rung up the ladder. This doesn'tmean the model gains two advances for thesteps already passedor anlthing like that - the4D6 roll is simply to determine the model's

81-100

367-400

E E

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SKILL TYPES AVAILABLE

Aeility Combat Ferocity Muscle Shooting Stealth Techno

Novice '/.

Zealot ,/ ./

Leader

FIEDEMFflENI=iT WEAFEN=i

ELtrI=iE EEMEAT WEAFTfN=i

A/!EiEEFIATEF!The Eviscerator is a huge double-handed chainsaw favoured by the fanatics and zealots of the

Redemption. An Eviscerator's double set of contra-rotating teeth can rip through even thetoughest mutant hide and bone, tearing an enemy to pieceswith a single two-handed cut. The size

and weight of the weapon mean it can only be wielded \il/ith both hands and even then the

operator is limited to making wide swings and heavy, overhead cuts with it.

Special Rules

The Eviscerator is so heavy and dangerous that it is impossible to parry. However, the Eviscerator

does not encourage a very elegant fighting style so in the case of a draw the model with the

Eviscerator will automatically lose and suffer t hit regardless of the two combatants' Initiative

scores.

Range Strength Damage SaveMod.

Close Combat As user+3 D3 -3

Special Rule: May not be parried

EA=iIE WEAFENEi

EXTEF!MINATEF!Only the fanatics of the Redemption use Exterminators, particulady for their Novice Brethren

whose shooting skill5 rya more enthusiastic than accurate. An Exterminator isn't rcally a weapon

as such, it's more like a flamer nozzle attached to a small canister of fuel. This is strapped under

a real basicweapon l ike an autogun or a shotgun to give the fighter carrying it a single-shot flamerto use at close quarters.

Using an Exterrninator

An Exteminator can be attached to a basic, special or close combat weapon (in the latter case he

nozzle is usually attached to the weapon and fed from a canister which is carried separately).An

Exterminator cannot be attached to a pistol weapon.

During the shooting phase a model can fire its Exterminator instead of the weapon it's fitted to.

The effects of an Exterminator are identical to a shot from a normal flamer.

The Exterminator attachment fires a burst of flaming chemical, an unstable sticky material that

ignites upon contact with air. Used at short distances it is almost impossible to miss and severalvictims can be claimed with a single shot.

Special Rules

One Sbot Weapon. The Exterminator only carries enough fuel for a single shot, so once the

Exterminator has been fired it is out of ammo for the rest of the game.

Template. The flamer's shot is represented by the larger teardrop-shaped flamer template. Place

the template so the poinry end touches the firing model and the rest of it covers one or more

target models. A.ty models wholly under the template are hit automatically, while those partially

beneath are hit on the D6 roll of a 4. 5 or 6.