The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker:...

46
The Shadow War A Battle for Ammoriss Supplement The war on Ammoriss had many facets. The history books and official reports focus on military results. However, while the Battle for Ammoriss raged, a viscious and deadly war was occurring beneath the surface. It was a violent political war between the various factions that make up the Imperium of Man. Now you have a chance to play out the shadow wars and power plays that only a handful of the most well connected on Ammoriss know. Notes: These rules use the basic rules found in the Necromunda Rulebook and the vehicle Rules found in GorkaMorka. However, replace the gang creation and campaign rules with the following. The Shadow War Besides the forces of the xeno and the arch-enemy on Ammoriss, various political factions were also jockeying for power behind the front lines. These groups included the Inquisition, the Adeptus Mechanicus, the Ecclesiarchy, and other lesser factions. These groups were eager to cement their control of Ammoriss, gather the Artifact for themselves, or other dark purposes. The various factions were often operating through key agents and their retinues. These rules will allow you to field some of these factions in the behind the scene battles that characterized the Shadow War. The Factions The potential Factions in the Shadow War are also characterized by a variety of sub-factions. Here we will stay focus on the big picture, and allow you to fill in the details such as which Philosophy your Inquisitor follows. Inquisition The strange dreams brought on by the Artifact of Ammoriss did not go unnoticed by the Inquisition. Members of the Holy Ordos began flocking to Ammoriss from light years away. This only complicated the situation for those Inquisitors drawn to Ammoriss to assist in the war effort. When you throw in the unusual politics of the Holy Ordo, things only became murkier and murkier. However, all the Inquisitorial attention has caused ripples in the upper echelons of Ammoriss society. The Ad-Mech of the Red Tower has grown increasingly distant. The Ecclesiarchy has also been uncomrfortable, since it was their responsibility to watch the spiritual well-being of those who revolted. The Imperial Governor himself no longer feels safe from their prying eyes. All three major Ordos are represented on Ammoriss. In addition, various members of lesser Ordos, and some non-aligned Inquisitors were also reported in the region. Whether the representatives were here for the war effort, to hunt for the Artifact, or some other darker purpose is unclear. Adeptus Mechanicus The Adeptus Mechanicus maintained a large organization on Ammoriss since its founding. The planet is a key producer of Adaconite, which is an element used to create Adamantium. Recently, production of Adaconite has improved, but relations with the Ad-Mech of the Red Tower are strained. Regular

Transcript of The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker:...

Page 1: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The Shadow WarA Battle for Ammoriss Supplement

The war on Ammoriss had many facets. The history books and official reports focus on military results. However, while the Battle for Ammoriss raged, a viscious and deadly war was occurring

beneath the surface. It was a violent political war between the various factions that make up the Imperium of Man. Now you have a chance to play out the shadow wars and power plays that

only a handful of the most well connected on Ammoriss know.

Notes: These rules use the basic rules found in the Necromunda Rulebook and the vehicle Rules found in GorkaMorka. However, replace the gang creation and campaign rules with the following.

The Shadow WarBesides the forces of the xeno and the arch-enemy on Ammoriss, various political factions were also jockeying for power behind the front lines. These groups included the Inquisition, the Adeptus Mechanicus, the Ecclesiarchy, and other lesser factions. These groups were eager to cement their control of Ammoriss, gather the Artifact for themselves, or other dark purposes. The various factions were often operating through key agents and their retinues. These rules will allow you to field some of these factions in the behind the scene battles that characterized the Shadow War.

The FactionsThe potential Factions in the Shadow War are also characterized by a variety of sub-factions. Here we will stay focus on the big picture, and allow you to fill in the details such as which Philosophy your Inquisitor follows.

Inquisition The strange dreams brought on by the Artifact of Ammoriss did not go unnoticed by the Inquisition. Members of the Holy Ordos began flocking to Ammoriss from light years away. This only complicated the situation for those Inquisitors drawn to Ammoriss to assist in the war effort. When you throw in the unusual politics of the Holy Ordo, things only became murkier and murkier.

However, all the Inquisitorial attention has caused ripples in the upper echelons of Ammoriss society. The Ad-Mech of the Red Tower has grown increasingly distant. The Ecclesiarchy has also been uncomrfortable, since it was their responsibility to watch the spiritual well-being of those who revolted. The Imperial Governor himself no longer feels safe from their prying eyes.

All three major Ordos are represented on Ammoriss. In addition, various members of lesser Ordos, and some non-aligned Inquisitors were also reported in the region. Whether the representatives were here for the war effort, to hunt for the Artifact, or some other darker purpose is unclear.

Adeptus MechanicusThe Adeptus Mechanicus maintained a large organization on Ammoriss since its founding. The planet is a key producer of Adaconite, which is an element used to create Adamantium. Recently, production of Adaconite has improved, but relations with the Ad-Mech of the Red Tower are strained. Regular

Page 2: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Imperial officials are being stone walled by the Tech-Priests, and communication has become limited to a handful of Envoys.

To top it off, Imperial agents are accusing the Ad-Mech of not shipping the precious Adaconite off world, but instead keeping it for themselves in the asteroid belt surrounding the Ammoriss system. This is an allegation the Red Tower has flatly denied. However, there is no disputing the fact that the Ad-Mech on Ammoriss have been acting strangely lately. New reports have also indicated that Ad-Mech personnel from Off-Planet have begun an independent investigation.

EcclesiarchyThe Ecclesiarchy has also been active on Ammoriss. As the rebellion began, one of their leading confessors; Confessor Wulfenburg was caught amidst the siege of Pierefoy. This awoke the church leaders on Ammoriss that their congregation was not as secure as they had hoped. The events of the rebellion have lead to a resurgence of activity.

In addition, friction between the Ecclesiarchy and the Adeptus Mechanicus on Ammoriss has been running high. The Cult of the Machine God had been making gains in followers lately, which the Ecclesiarchy found intolerable. This led to some minor rioting and faith based violence in the North prior to the Rebellion in the South. In the South, the sanctioned Cult of the Emperor’s Hands turned traitorous. Now, it is up to the faithful members of the Ecclesiarchy to return the misguided rebels to the light of the Emperor’s justice.

Rogue TradersConflict brings opportunity. A good trader knows this, and the Ammoriss system is now crawling with good traders. These rogue elements are free-wheeling agents of the Imperium of Man, but their main concern is getting rich. As such, they are seeking out new opportunities for trade, and the upheaval of the Adaconite markets, swirling rumors of the Artifact, and groupings of Xenos makes Ammoriss a hot spot.

Of course, not everyone on Ammoriss is happy to see Rogue Traders sticking their nose into Ammoriss business. The Ecclesiarchy looks down on them as the worst kind of filth. The Ad-Mech wants to keep their lucrative contracts secure. The Inquisition is always suspicious of such freewheeling elements of Imperial society.

Lesser FactionsBesides the factions listed above, other less well knows factions are also making their move on Ammoriss. The goals of these organizations and factions are as varied as you can imagine. There true purposes are shrouded in half-truths and supposition.

For example, it is rumored Departmento Munitorium retinues are seeking out those officers of the PDF and Imperial Guard who have shown their corruption during the war. Others claim that the Officio Assassinorium are actively recruit new talent. Some claim that the Adeptus Astra Telepathic has come to relocate the Artifact of Ammoriss for research and study. The Imperial Governor himself is sending his agent to uncover those who were or questionable loyalty to the Imperial government.

The chance for factional conflict on Ammoriss is high.

Page 3: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Puritans vs RadicalsIn addition to being part of a particular faction, there are other variables as well. Puritan and Radical is a completely arbitrary distinction. However, a thumbnail description is that Puritans adhere very closely to the Imperial dogma. Radicals are much more liberal in their interpretations. This leads to friction between the more dogmatic elements of any faction, and their more radical brethren. The distinction does have some ramifications on Retinue development, so it is best to decide which way your retinue will stray before beginning Retinue creation.

New RulesSagacity (SG)The game uses all the same stats as Necromunda/GorkaMorka with one addition. Sagacity is a measure of how skilled a character is at figuring out puzzles, using technology, and other knowledge based tests. It is rated 1-10, just like leadership.

If a Sagacity test is required, you roll 2d6. If the score is less than or equal to the character’s Sagacity the test is successful. If above, the test is failed. The Sagacity for an average Imperial citizen is 4, and most trained Soldiers it is a 5. However, a scholar may have a Sagacity of 7 or 8.

Carrying CapacityMembers of a retinue have a limit to how much equipment they can carry during a game. A model is always assumed to have a knife or similar hand-to-hand combat weapon. They can either have three single handed weapons, or a single handed weapon and a double handed weapon.

A model can only have one protective field and one type of armor on at a time. Heavier armor may impact the wearer’s Initiative rating. See the armor’s description for more details.

A model may not carry more Resources in gear than their Strength times ten. For example, a warrior has Strength of 3, so he can carry 30 resources worth of gear. This keeps a single model from being a walking gear armory, and is an attempt to create game balance.

ServitorsBelow you will find the special rules for using Servitors in games of The Shadow War.

Weapon Link: The servitor has either a heavy weapon or a bionic weapons grafted to them.

If a Heavy Weapon is chosen, they are always treated as encumbered in hand-to-hand. As a side-effect, the servitor does not benefit from any gun sights and may not be armed with any other weapon.

If bionic weapons are chosen the Servitor maybe armed with an additional close combat weapon.

Page 4: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot run or charge. Close combat equipped Servitor who move into close combat are considered charging, but they do not receive the movement bonus. They may not hide. In a scenario that requires a servitor to begin in hiding, it is instead placed out of sight. Servitors may not go on overwatch. They cannot earn income or Acquire Knowledge

Servitors are immune to fear and terror.

Servitors must begin within 8” of another Retinue member at all times. If it is more than 8” away, the servitor must use its move to get within 8”. Programming: Servitors are pre-programmed to perform basic tasks and functions. Before each game, roll a d6 and consult the Servitor Programming chart for the appropriate Servitor Type.

Gun Servitor1- Shooting: Choose a shooting skill for this game. 2- Well-Oiled machine: The servitor gains the Weaponsmith skill for this game. 3- Camouflage: The Servitor may Hide as normal this game. 4- Tracking: The Servitor may use Overwatch this game. 5- Machine Spirits: The servitor cannot be pinned and ignores all flesh wounds.6- Saturation Fire: Choose one Heavy Skill for this game.

Combat Servitor1- Combat: Choose a Combat skill for this game.2- Stimm-Injector: The Servitor may charge normally.3- Camoflage: The Servitor may Hide as normal for this game.4- Bio-Booster: The Servitor is equipped with a Bio-Booster for this game.5- Machine Spirits: The servitor cannot be pinned and ignores all flesh wounds.6- Ferocity: Choose a Ferocity skill for this game.

Experience: Servitors do not gain any additional experience once starting experience has been determined. Any experience a Servitor would have gained is simply lost.

Repairing a Servitor: Servitors cannot gain experience in order to overcome serious injuries. However, they can be repaired Sage or Driver. The repairing Retinue member can do nothing else during the post battle sequence. The cult then spends 50 credits on parts and equipment to repair the injury. The injury is simply removed from the Servitor.

If the Sage or Driver went Out of Action during the game, then repairs cannot be made by that model during the post battle sequence. You do not have to repair serious injuries immediately on a Servitor, you can wait until a future post battle sequence.

Armor Plates

Servitors, Pit-Fighters, and Ad-Mech personnel often have armored plates grafted to them for enhanced protection and to move away from the fragility of flesh. However, these metal grafts are bulky and cumbersome. A maximum of three metal plates can be added to a single model. Each plate improves

Page 5: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

the models armor saves by 1, but reduces their initiative by one. The minimum initiative for a model can have is 1.

BionicsBionics are unique weapons and attachments fitted to servitors, workers, and pit-fighters to help them with their duties. Once purchased, they cannot be removed or replaced. If they are damaged, then they will act as a club.

In the post-battle sequence, a Sage or Driver can attempt to repair damaged bionics, assuming they were not put out-of-action during the previous game. If they repair bionics, then they cannot contribute to any other post-battle sequence activity including gathering resources, repairing servitors, or Acquiring Knowledge.

Roll a d6. On a 6, all damaged Bionics are replaced. Otherwise, they stay damaged. If the Retinue has a repair facility then the roll is a 4+ to succeed.

Other hand-to-hand weapons: If a model with a Bionic is armed with more than one hand-to-hand weapon then the special rules for the Bionic Weapon only applies to hits with the Bionic Weapon. Remember, per the rules in the Necromunda rulebook, you alternate hits with close combat weapons. Therefore, only every other hit can use the special Bionic Weapon rules.

Special Rules: In the event that a Bionic Weapon has a special rule that mimics a skill, then all rules that apply to the skill also apply to the weapon. Only the parry skill is stackable.

Bionic WeaponsAny model may only have one Bionic weapon.

Buzz SawBuzz saws are used to cut scrap parts and other large cutting jobs. It is essentially a whirling disk of toothed steel. The Buzz Saw can part steel or flesh with a just an easy swing.

Str Dam Save Ammo5 1 -3 -Special Rules: None

ChainsawChainsaws are another versatile devise used to cut scrap metal, piping, cables, and other industrial jobs. The chainsaw is often attached to a wrist stump or forearm. Compared to other bionic weapons, the chainsaw’s long, jagged, edged blade is comparatively easy to wield in combat.

Str Dam Save Ammo4 1 -1 -Special Rules: parry

Page 6: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

ClawThe claw, or big grabber, is useful for moving heavy loads and objects. It is popular in the many mines that the Adeptus Mechanicus operate. Models armed with a claw can pick-up and hurl his opponent if he wins a round of hand-to-hand combat. This hurl is in addition to hitting his opponent. A hurled opponent can be thrown d6” in a direction chosen by the thrower. The victim suffers a single hit at a strength equal to half the distance thrown (rounding up). If the thrown victim strikes a wall or obstacle he stops there. If he hits another model, then both models suffer a hit as if hurled. If the thrown model goes off the edge of a building, use the rules found in the Necromunda Rulebook for falling models.

Str Dam Save Ammo4 1 -1 -Special Rules: Throw as above

HammerGiant hammers are often useful in the foundries and manufactorum’s of the Ad-Mech. Such facilities are especially common in North Ammoriss. The force of a hammer blow can often drive an opponent to their knees before they can recover. Any opponent in hand-to-hand with a hammer equipped model has its weapon skill halved (rounding down) unless it can roll under its Initiative on a d6 at the start of each hand-to-hand combat phase.

Str Dam Save Ammo4 1 -1 -Special: See above

Rock DrillSince mining is such a common practice for the Ad-Mech to facilitate on North Ammoriss, Rock Drill implants are relatively common. These devices can bore through slag, minerals, and rock with ease. If a model armed with a Rock Drill inflicts two or more hits in hand-to-hand combat then they may exchange all hits for a single increased strength and damage hit. The bonus is +1 strength and +1 damage for each hit after the first that is exchanged.

Str Dam Save Ammo4 1 -3 -Special: See Above

ShearsHuge shears help servitors and tech-priests dispose of scrap materials and other industrial waste. These shears are also very capable of snipping off pieces of people too. If a model armed with Shears hits and opponent in hand-to-hand and rolls a 6 to wound, immediately roll a second d6. On a subsequent roll of 6, the opposing model has had his head snipped off unless he can make a saving throw (armor, dodge, etc)

Any opponent that has its head snipped off is simply dead. No roll is needed on the serious injury table. The beheaded model is simply removed from the opponent’s roster. The beheaded model cannot be helped by the medic skill, medi-packs etc. They are dead.

Str Dam Save AmmoUser +1 1 -1 -

Page 7: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Special: See above

Mutation TableGenerally speaking, Mutants have any number of mutations that they are afflicted with. This table only represents mutations that impact them in a benevolent manner. Generally speaking, any mutant that has a hinderance would not be selected to be part of a retinue. A model may have more than one mutation from this table.

Roll a 6d66.

11-13- EyestalksThe model has a 180 degree field of vision. They are also good at squeezing into cover, and gain an additional -1 to hit modifier when behind cover.

14-16- ClawThe mutant gains a +1 strength characteristic in hand-to-hand combat.

21-23- TentacleThe model may re-roll Initiative tests for falling. In hand-to-hand they may grapple their opponents to reduce their enemies A by 1 to a minimum of 1.

24-33- GrotesqueThe mutations on this model are so hideous and disfigured that they cause fear per the special rules for Psychology in the Necromunda rulebook.

34-35- HornsThe model has a nice set of animal horns adorning his head. These can be ram horns, or more elk like antlers. Either way, the model is considered to have +1 strength for the turn that they charge into Hand-to-Hand.

36-42- Weapon TailThis unfortunate has grown a long vicious tail. It can end in a blade, a mace like club, or a scorpion stinger. Either way, it is another weapon that the mutant can use in close combat. The mutant is always considered to have two close combat weapons.

43-44- Webbed Hands and FeetThe model has grown mutations that are advantageous for swimming. As such, the model can move through water with no penalties, however he may not run or charge.

45-46- Unusual LocomotionThe mutant has an unusual method of moving. This can take the form of cloven hooves, multiple legs, a snake tail, etc. No matter the method of locomotion, it has allowed him to move quicker over open terrain. He mutant gains a +1 Movement.

Page 8: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

51-52- Strong Odor/MuskThe model gives of a miasma of stink or other strange smells that act strangely on the nervous system of all around him. All models within two inches of the model have a -1 leadership. This impacts both friends and foes.

53- Obscured This is a strange affliction that makes the mutant harder to see. It can take the form of a cloud of flies, naturally camouflaged skin, or blurred outlines. No matter the exact nature of the mutation, the model is always considered to be in Soft Cover, even when standing in the open. If in cover, no additional benefit is gained.

54- VenomousThe model is cursed with an incredibly potent natural poison. As such, one hand-to-hand hit from this mutant is considered to be poisoned, and wounds on a 2+ regardless of the victims Toughness.

55- Two HeadsIncrease the models fire arc to 180 degrees. The model may also fire two pistols in the same shooting phase.

56-61- SpikesA mutant with spikes gains an armor save of 5+, but may not wear any other form of armor.

62- StickyThe mutant’s skin is extremely sticky to the touch. The mutant has adapted this to allow him to climb sheer surfaces with ease. In addition, the model may not be disarmed.

63- Extra ArmThe mutant may use up to three pistols or hand-to-hand weapons in close combat (+2 attacks) or hold a basic weapon and still use 2 close combat weapons with the others (+1 attacks)

64- ShimmeryThe model has a sheen to its skin that makes them sparkle and shine. This can temporarily blind opponents. For all shooting attacks, the model gets a 6+ dodge save. If successful, the shine of the creature’s skin temporarily blinded the shooter. All to-hit and ammo rolls are made as normal regardless of the result of the dodge. The mutant may not hide.

65- WingsThe mutant can fly up to his normal move, or double that if he charges/runs. The mutant must land (i.e. be on solid ground) at the end of his movement phase. The mutant can fly upwards at 2” of Move equal 1” up, or downward at ½” of move equals 1” moved down.

66- PsykerThe mutant has developed minor Psyker powers. Make a roll on the Minor Psyker Power table (Found in necromunda Outlanders or the Psyker PDF) or the Psyker powers listed in the rules for Minor Powers.

Psychic Powers

Page 9: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Certain individuals within the Shadow War have manifested divine gifts. These often take the form of Psyker abilities. These powers are only gifted to those strong of will and stout in faith.

The model can choose to use his psychic ability instead of making a shooting attack. It requires intense concentration, which isn’t always easy in the middle of a firefight. Roll a 2d6. If the test is under the models Leadership, the ability can be used. If it is over, the test has failed. Normal rules for targeting apply to the Psychic power.

Perils of the Warp

In order for a cultist to use his Wyrd powers, he is tapping into the power of the warp. This attracts the attention of the mysteries and deadly denizens of the Warp. These creatures will try to attack, possess or otherwise harm the Wyrd.

On a Leadership roll of 2 or 12, the Wyrd suffers a peril of the Warp attack. Roll a d6.

1 Drawn into the Warp. The Wyrd must roll equal to or under their Intiative or be drawn into the warp. Any model within 2” must do the same. If failed, the model is sucked intothe warp and removed from play. The Model is considered dead, the model and all his equipment are not recoverable.

2-3 Possession. Make a Leadership test. If you roll under the Wyrd’s leadership, the demon has been beat back. However, the Wyrd is pinned and unable to do anything for the remainder of the turn. He may defend himself in Hand-to-hand as normal. If failed, the Wyrd is possessed. See the special rules for possession.

4-6 Attacked. The demon uses a psychic attack on the Wyrd. The Wyrd takes one automatic hit at strength d6, with no armor saves.

Possession

A wyrd who is possessed has had his body taken over by a warp entity. The warp entity will try to cause as much death and destruction as possible before it burns out the host and must return to the warp. The creature will automatically go on a rampage.

The Possessed model is moved 2d6 inches every movement phase by the player who is not taking their turn. The possessed Wyrd follows the normal rules for terrain. The possessed model may enter hand-to-hand combat if the controlling player wishes.

If not in hand-to-hand combat, the possessed model will launch a warp blast at the nearest model from any gang. The bolt hits on a 2+, but normal to hit modifiers (such as cover) apply. The bolt causes a strength 6 hit, with no armor saves allowed. If a possessed model is in hand-to-hand, he fights normally, but his WS, Attacks, and Strength are all tripled!

The possessed model rolls for injury as normal. However, they ignore all “flesh wound” and “down” results. Possessed models are also immune to the effects of pinning. If a possess model is taken “out of

Page 10: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

action” immediately roll on the serious injury table. If the result is “Dead” the demon is banished back to the warp. If not, the possessed model continues on as if it was never injured.

If by some miracle, the possessed model is killed. The model that banishes the demon earns 20 experience points.

Possessed models cause fear!

Fortunately for all involved, a demon possessing a model quickly burns through mortal energy. At the end of every turn, roll a d6. On a roll of 1, the demon has burned the wyrd into a lifeless husk. The Demon returns to the warp. The possessed model is removed as the body and all of its possessions were turned into smoking ruins.

Minor PowersA model may have more than one psychic Power. These are either purchased when the retinue is created, or earned through experience. They are determined at random from the list below.

Roll 1d66

11-16- MutationThe Psyker is gifted with a mutation instead. Roll on the mutation table.

21- You Can Fly…The Psyker may use this power instead of his normal attack in the shooting phase. If the power works, he may affect the mind of a single model in LOS and within 16”. The target must also be within 1” of the edge of a walkway or structure. The unfortunate target attempts to prove they can fly by jumping over the edge. The target suffers damage as per the normal rules for falling.

22- FloatThe Psyker may use this power at anytime during the movement phase. If the power works, the Psyker or a friendly model within 12” may move as if they were equipped with a grav-chute. (See page 52 of the Necromunda Rulebook)

23- Weapon JinxThe Psyker can attempt to use this power if an enemy model makes a ranged attack at him. If the power works the attacking model must make an ammo roll for the weapon used, no matter what the ‘to hit’ roll was. The Psyker may try to use this once against each ranged attack targeted at him.

24- Fearful AuraThe Psyker causes Fear as described in the Necromunda rulebook. This power always works, and no leadership test is needed.

25- Freeze Time

Page 11: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The Psyker may use this power just before he moves. If the power works, he can move and additional 1d6” to his normal move rate, which he can then double again by running/charging. In addition, this power can be used in a Fast Draw, and if successful, the Psyker always fires first.

26- NullifyThe Psyker can use this power on an enemy Psyker within 24” that is within LOS, and succeeds in making a leadership test. If the power works, this power will negate the enemy Psykers’s power, and it cannot be used this turn.

31- Banshee HowlThe Psyker can attempt to use this power at any time against an enemy model it can see, and is within 24” that is in overwatch. If the power works, it distracts the model and knocks it out of overwatch.

32- Jog Trigger FingerThe Psyker may attempt to use this power instead of attacking this turn. If the power works, he may target the closest enemy model in line of sight that is within 24”. The victim accidentally fires the weapon he is holding. Roll the scatter dice to determine the shot path. The closest model along this line of fire, regardless of height level; may be hit. Roll to hit and wound as normal. If no models are along the line of fire, roll to hit anyway in case of Ammo roll. The shot automatically misses.

33- Trip UpThe Psyker may attempt to use this power when charged by an enemy model. If the power works, the enemy model is tripped up 1” away from the Psyker. The charging model is treated as being pinned.

34- Sense PresenceThe Psyker can sense the presence of any enemy model within 12”, even if they are out of line of sight. This power always works. This means that opposing models may not hide from the Psyker. In addition, if on sentry duty, he will always spot opponents within 12”.

35- Spider ManThe Psyker can climb up walls and flat surfaces. The Psyker can try to use this power before moving. If successful, he can climb any surface as if a ladder was present.

36- Zen ShootistThe Psyker may use this power just before making a shooting attack. It the power works, he will automatically hit any target that he can see and which is in the weapon’s range. Still make a ‘to hit’ roll in case an ammo roll is needed.

41- Walk Through WallsThe Psyker may attempt to use this power just before he moves. If the power works, he may walk through walls or other obstacles less than 1” thick. The Psyker may use this power to move through a floor, but will suffer falling damage as normal. A Psyker may not end his movement inside a wall.

42- Chameleon

Page 12: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The Psyker uses this power after he moves. If the power works, he counts as hiding. The power works for the remainder of his turn, and the opposing players turn. The normal hiding restrictions apply. The Psyker cannot use this power if he ran or charged, and shooting will reveal his presence.

43- Mirror ImageThe Psyker can use this power if he wants to break from hand-to-hand combat. If the power works, he creates a mirror image of himself that confuses his opponent. The Psyker may break from combat without being hit.

44- Throw VoiceThe Psyker may use this power if he can see a friendly pinned model that is on their own at the beginning of the movement phase. If the Psyker succeeds in throwing his voice, the pinned model can attempt to recover from pinning as if a friendly model was within 2”.

45- Bang-flashThe Psyker can use this power instead of a shooting attack. If the powers works, he can make an attack exactly as if he were using a photon flash flare (see page 47 of the Necromunda Rulebook).

46- Lucky AuraOnce per turn, the Psyker may force the re-roll of a single dice that effects the Psyker directly. The Psyker must accept the re-roll result, even if it is worse than the original roll. The Psyker does not need to take a Leadership test to use this power.

51- Healing HandsThe Psyker can use this power if he is in base-to-base with the target during the recovery phase. If the power works, the fighter automatically recovers to a Flesh Wound. If failed, the fighter may attempt to recover as normal.

52- Remove PainThe Psyker may attempt to use this power on any model who will miss a battle due to an Old Battle Wound. If the power works, the fighter can take part in the battle as normal. The Psyker may attempt to help any number of gang fighters, but must make a separate Leadership test for each. If he becomes possessd while doing this, he is assumed to have killed the model he was trying to help.

53- Cause PainThe Psyker can use this power instead of making a shooting attack. If the power works, he can choose the closest enemy model in LOS within 24”. If the target has 1 or more Old Battle Wounds, the model goes Out of Action immediately. Remove the model from play, but he does not have to roll on the serious injury table after the battle. If the target does not have a n Old Battle Wound, then the power has no effect.

54- Stop BleedingThe Psyker can use this power on a friendly model who is suffering from a Flesh Wound if he is in base-to-base contact with them in the recovery phase. If the power works, the flesh wound is healed immediately. The healed fighter may fight as normal.

Page 13: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

55- PrecognitionIf the Psyker is a member of the gang, he can force the scenario rolled to be re-rolled. He must accept the result of the second roll. If both gangs have a pre-cog then they cancel each other out. This power always works, and does not require a leadership test.

56- Cannot be PossessedThis power always works. The Psyker cannot be possessed because of his strong will. Treat any possession as no effect on the Perils of the Warp table.

61-65- Multiple Minor Powers The Psyker has 1d3+1 minor powers. Roll for the additional powers and ignore duplicates or additional Multiple Minor Powers.

66- Major PowerThe Psyker has manifested a Major Psychic power. Please see the Necromunda Outlanders or the Necromunda Psyker PDF for additional rules for Major psychic powers. If these are not available, treat this result as a Mutation instead. Roll a d6.1-2 Beast Master3-6 Roll 1d6

1-2 Pyrokinetic3-4 Telepath5-6 Telekine

Major PowersA psyker purchases major powers at retinue, or thorugh other in game methods must choose the major power that the psyker specializes in. They can only choose from one major power table, but may have the opportunity to have more than one major power from chart. For example, a psyker maybe a Pyrokinetic with the Molten Man and Flaming Fists powers, but that same Pyrokinetic could NOT choose a roll on the Telepath table.

Pyrokinetic Roll a d6, and consult the chart below to determine your Pyrokinetic's major power.

1. Molten ManThe Pyrokinetic can make their body whote hot so that anything that comes near him is quickly burnt to a crisp.

The Psyker may attempt to use this power at any time during one of his turns. The effects will last for the rest of his turn, and all of the opponent's turn. While the Psyker is using this power, he becomes immune to attacks from flamers and melta weapons. He also receives a 4+ unmodified save against any form of attack. Any opponent in hand-to-hand combat with a Molten man suffers an automatic str. 8 hit with a -4 save modifier at the start of each and every

Page 14: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

round of combat. In addition, any close combat weapon that hits the Psyker is destroyed, if the Psyker makes his save.

Any armor the Psyker is wearing that is not a field is considered to be destroyed by this power, so the Psyker can not be equipped with body armor when using this power.

2. Spontaneous CombustionThe Psyker has the ability to cause an enemy's body to suddenly catch fire to burn up!

The Psyker may attempt to use his power instead of attacking nomrally in the Shooting Phase. If the power works pick the nearest enemy model in sight that is also within 12 inches of the Psyker. The victim must take a leadership test on 2d6. If they roll equal to or under their leadership they survive the attack unscathed but are pinned. If they roll over their leadership then they spontaneously combust, suffering 1d3 wounds with no Armor save allowed.

3. FireballThe Psyker is able to create a ball of flame out of thin air. He may attempt to create the fireball in sight within 24 inches instead of attacking normally in the shooting phase. If the power works the fireball should be represented by the Blast template. Any model fully under the template is hit automatically, while those partially under the template are hit on a 4+. Models hit by a fireball suffer damage exactly as if they had been hit by a flamer.

4. Wall of FlameThe Psyker generates a barrier of flame several metres long.

The Psyker may attempt to produce the wall of flame at any time during one of his turns and it will last for all of the rest of his turn, and all of his opponent's turn as well. If the power works, the wall of flame is represented by a template on the table so that the entire length is within 24 inches of the Psyker and the starting or end point must be within line of sight of the psyker. The wall of flame template must always be placed on ground level.

You will need to make your own wall of flame template. It needs to be straight, 18” long and half an inch wide. You can use a GW plastic range ruler, a card template, a piece of string or anything else that fits the measurement.

Any models that is covered by the wall of flame when it is created is moved up to 1inch by the owning player so that they are out of the way. This represents the model diving for cover. As long as the wall of flame remains in play no model may shoot or move across it. Flames and smoke are assumed to go straight up and block LOS for all levels above.

5. Flame BlastThe psyker is able to generate a bolt of flame that springs from his finger tips. The pysker may attempt to us this power instead of attacking normally in the shooting phase. If the power works, it creates a bolt of flame exactly as if the psyker were armed with a flamer. However, the psykers attack never needs to take an ammo roll. Simply place the flamer template so that the narrow end touches the psyker model. Resolve the attack as a normal flamer attack.

Page 15: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

6. MeltaThe psyker is able to agitate the molecules of anything he concentrates on, creating a deadly microwave effect similar to that of a Melta gun. Although the psykers attack is less reliable than either of these two weapons, it is potentially even more destructive.

The psyker may attempt to use this power instead of attacking normally in the shooting phase. If the power works, he may use it against the nearest enemy target he can see, with a range of 24 inches. Roll the artillery dice. If a number is rolled, the attack hits with the strength of the number rolled, causing d3 wounds with a -4 save mod. If a misfire is rolled the attack simply pins the target instead.

TelepathRoll a d6, and consult the chart below to determine your Telepath's major power.

1. Mind ControlThe telepath is able to take control of another person's mind, forcing them to do what he desires. Although the victim will not act in a suicidal manner, they will carry out almost any other action no matter how depraved or evil.

The telepath may attempt to use this power at any point during an enemy turn. If the power works he may try to take over the mind of any single enemy model within 24 inches. He does not need LOS, but does need to pick the closest target. Take a LD test on 2d6 for the victim. If the roll is equal to or less than the model's leadership it passes the test and fights off the mental assault, but is pinned.

If the roll is greater than the model's leadership, it is taken over by the telepath who may decide what the model will do for the rest of the turn. At the end of the turn, the model returns to normal. Remember, the model can not act suicidally, so it won't walk off a ledge or shoot itself. However, it would move out of cover, attack a fellow, etc.

2. TerrifyThe telepath is able to conjure up terrifying mental illusions of an opponent's worst fears.

The telepath may attempt to use this power at any point during an enemy turn. If the power works thepsyker may try to conjure an illusion in the mind of a single enemy model within 24 inches. LOS is not needed, but the target must be the closest enemy model. The victim is automatically broken and must flee 2d6 inches to cover. The model must recover its nerve using the normal rules.

3. InvisibilityThe psyker is able to affect the opponent's mind so that they only see what the psyker wants them to see.

Page 16: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The telepath may attempt to use this power at any point during an enemy turn. If the power works the psyker may target the mind of a single enemy model within 24 inches. LOS is not needed, but the target must be the closest enemy model. The victim is unable to see any memebrs of the retinue that the psyker is part of. The target can not make shooting attacks, and if all ready in hand-to-hand their score is halved (rounding down). If the model was in overwatch he must come out of it. If the victim was a sentry, they have no chance of raising the alarm. At the end of the turn, the victim returns to normal.

4. Mental AssaultThe psyker launches a deadly mental assault which can cause the target to drop dead from a stroke. The psyker may attempt to use this power instead of attacking normally in the shooting phase. If the power works the psyker may target the mind of a single enemy model within 24 inches. LOS is not needed, but the target must be the closest enemy model. Take a LD test on 2d6 for the victim. If the roll is equal to or less than the model's Leadership, it passes the test and the attack has no effect. If the roll is greater than the target's LD, than the target suffers a single wound with no armor saving throw allowed.

5. Hallucinations The Psyker is able to affect an opponent's mind and conjure up horrible hallucinations.

The Telepath may attempt to use this power at any point during an enemy turn. If the power works he may place the blast template over the nearest enemy model within 24 inches, even if they are out of sight. Any models fully under the template are effected exactly as if they had inhaled gas from a Hallucination grenade, while models partially under the template will suffer the effects on a 4+. Roll immediately to determine the results on the hallucination table to see how any models are effected for the rest of the turn. Note that the blast template is removed after the attack has been made, it is not left in play.

6. Mental StrengthThe Telepath is able to enhance his own or a companions physical abilities by drawing on the hidden resources of the mind.

The psyker may attempt to use this power at anytime during his own turn. If the power works, he may affect either his own mind or the mind of a single friendly model within 24 inches. The model chosen immediately has one of the following characteristics increased by d3 points to a maximum of 10 ( the player may choose which is affected): Weapon Skill, Ballistic Skill, Strength Toughness, Initiative or attacks. The model's characteristics remain at this higher level for the remainder of this turn and all of the opponent's turn, and then return to normal.

Telekine 1. AssailThe psyker is able to batter an opponent with a succession of mental blows as if from an invisible assailant.

Page 17: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The Psyker may attempt to use this power instead of shooting normally. If the power workshe may attack the nearest enemy model in sight within 24 inches. The normal targeting rules apply. The player can move the victim d3 inches in any direction, even into hand-to-hand combat, onto blast markers, or over a ledge (provided the terrain does not block movement) and choose his facing.

2. HailstormThe telekine is able to use his powers to gather together some of the detritus that liters the area, and hurl them against an opponent.

The psyker may attempt to use this power instead of shooting normally in his turn. If the power works he may attack as if he were armed with a ranged weapon with the characteristics shown below. Note that the attack hits automatically but that the normal targeting rules apply. Roll the strength for each hit caused by the attack seperately.

Short Long Short Mod Long Mod Str Dam Mod Save AP12 24 Always hits Always hits d6 1 -1 NA

Special: Sustain Fire- 1D

3. CrushThe psyker uses his powers to crush the life out of his victim.

The Psyker may attempt to use this power instead of shooting normally in his turn. If the power works he may attack the nearest enemy model in sight and within 24 inches. Roll a 2d6 for the psyker, and 1d6 plus the model's strength for the victim. If the victim's score is equal to or higher than the psyker's, the power has no effect. If the psyker's score is higher, the vicitm suffers 1 wound per point of difference between the two scores. Forexample, if the Psyker scores 8 and the victim scores 2, that equals 2 wounds on the target. Armor saves may be taken as normal.

4. Force FieldThe psyker is able to generate a force field to protect himself and nearby companions. Unlike most psychic powers, the force field maybe used any number of times per turn. If the psyker or any friendly model within 2 inches of him suffers damage, then the psyker can attempt to use his force field as a special form of armor save. The psyker must make a successful psychic test to see whether he is able to activate the power in time. If he does, then any damage is saved. If he fails the test then the damage is inflicted as normal. Note that armor save modifiers do not apply.

5. DisplacementThe psyker is able to transport a single friendly model across battlefield. The affected model is swathed in energy and disappears, reappearing seconds later at its new location.

The psyker can attempt to use this power in his own movement phase instead of making a normal move. If the Power works, he can move either himself or a friendly model that he can see up to 3d6 inches, ignoring intervening models or any other obstacles or scenery, and moving

Page 18: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

up and down levels if desired. This move is made instead of the model's normal move. This power can be used to move into hand-to-hand, in which case the model counts as charging.

6. Fists of FuryThe psyker is able to turn his fists into deadly weapons encased in glowing mental energy that can punch through the thickest armor.

The psyker with this power can attempt to use this power at the start of any hand-to-hand phase. If successful he is treated as being armed with combat weapons with the characteristics below. If he fails, then he must use his normal strength instead. Note that if the psyker uses this power and fails, then he must still fight with his bare hands, he is not allowed to use any hand-to-hand combat weapons he maybe armed with.

Range Mods Str Damage Mod Save APClose Combat Only 8 1 -5 NA

Special: Close Combat

Beast MasterUnlike other psykers, a beast master does not have a randomly generated power. Instead, they are accompanied by a variety of creatures that the psyker have bonded with to do his bidding. The Beastmaster is linked psychically to the creature, so anything the beast sees, the beastmaster sees, and vice versa. Beasts use the Beast Master's LD for any tests they are required to make.

A Beast Master's pets are consider separate models for moving, targeting, etc. However, they can not operate effectively more than 16 inches from the Beast Master himself, or they will be subject to the rules for Stupidity. When over 16 inches away, the beast will use its own LD instead of that of the Beast Master.

If all of the Beastmasters creatures are taken Out of Action, the Beastmaster must make a Leadership test. If failed, the Beastmaster is also assumed to be taken Out of Action by psychic feedback.

Once the Beastmaster is assigned a pet, he will continue with that type of pet. However, the numbers available to him at any one time may vary. He is always assumed to have acquired a new specimen of a similar type.

1. VerminVermin are small swarms of local pests such as bug swarms, rat swarms, etc. They are loathsome to behold as they move forward in chittering, undulating mass; covering everything that gets in their path.

M WS BS S T W I A LD SV 6 2 0 2 3 3 3 1 6 5+

Page 19: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Number: d3Swarm: Swarms take double damage from blast template attacks. Critters: Swarms can move up and down any surface with no penalty. They ignore all terrain types.

In games, a single swarm covers a 40mm base.

2. ScavengersThese are small and mid-size creatures. Great examples are Giant Rats, Millisaurs, and Hyenas. They are not naturally aggressive, but can be goaded into fighting. They are also adapt at dodging the angry attacks of larger creatures.

M WS BS S T W I A LD SV6 3 0 3 3 1 3 1 6 -

Numbers: d3Dodge: Scavengers are great at dodging attacks. They have keen reflexes. Therefore, they always have an unmodified save of 4+. Attacks that normally do not allow a saving throw can not be dodged.

In games, a single scavenger uses a regular sized base.

3. HulkA Hulk is a single large, strong creature. They can stand upright on two legs, or may have more. Great examples are Kroot Oxen, Grox, and Cthud Bears.

M WS BS S T W I A LD SV4 3 0 4 5 3 2 1 6 6+

Numbers: 1Fear: The size of a rampaging Hulk causes fear.

In a game, a single hulk will use a 40mm base.

4. PredatorsThese creatures are hunters. Their sleek and deadly profiles are often graceful, but the grace belies their underlying deadly quality. They strike fast, and with deadly precision.

M WS BS S T W I A LD SV6 4 0 4 3 1 3 1 6 -

Number: d3Dodge: Like Scavengers, these creatures are quick and agile. They have a 5+ dodge to any attack that allows a saving throw. This save can not be modified.

In games, predators are one per standard base.

Page 20: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

5. Winged TerrorsThese are aggressive flying creatures. Examples are Razorwings, Doombats, and Ripper Jacks. They have the ability to fly, which makes them extra deadly.

M WS BS S T W I A LD SV8 3 0 3 3 1 3 1 6 - Number: d3Flight: The Winged Terrors can fly. They can exchange1 inch of horizontal movement for 1 inch of vertical movement. This can be in any combination the controlling player likes. Hand-to-Hand: Winged Terrors can never be attacked in Hand-to-hand. They move to fast, and are assumed to fly away, even if charged. They can launch an attack in hand-to-hand, but the target is unable to retaliate.

In games, one winged terror should be placed on one regular flying base.

6. AlphaAn alpha is the slang name for large predators at the top of the food chain. A great example is the Catachan Devil. They combine the size of a Hulk, with the lethality of smaller predators.

M WS BS S T W I A LD SV 6 4 0 5 4 3 4 3 6 4+

Number: 1Poisonous: The attack of an Alpha is poisonous. They always cause a wound on a 2+.Critter: They ignore all terrain except impassable.

In games, Alphas are placed on 40mm to 60mm bases.

Creating a RetinueBefore you can play a game of Shadow War, you need to construct a Faction Retinue. The faction can be part of any of the Faction listed above. The faction choice will affect some of the starting options you can choose as you build your retinue.

Choosing a RetinueEach retinue is composed of elements of one of the Shadow War factions. Each Retinue must have one leader and at least two other members. The rules below will dictate any other restrictions as you build your retinue.

To start with, each Faction Retinue begins with 1,000 Resources. Resources are a number representation of a Retinue’s contacts, money, and other resources. It is not directly related to the Retinue’s income, but is a numeric representation of what the retinue and the leader can gain access to from their patron’s and others.

Page 21: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Retinue MembersListed below are the different types of members that can be added to a Retinue. More information will be provided on each group later. However, this will give you a basic start. Each Retinue member and his equipment cost a set number of Resources. When selected, subtract the Resources from the starting 1,000 Resources.

Leader-This model is leader of the Retinue and is an Inquisitor, Ad-Mech Magos, Rogue Trader, Confessor, etc. They are the one in charge of the Retinue.

Acolyte-These are members of the Retinue that are aspiring to lead a Retinue themselves in the future. They are adherents to the faction and creed of the leader, and may lead when the Leader is not present. Examples include; Interrogators, Tech-Priests, and First Mates. You can only have 1 Acolyte per Retinue.

Sage-The Sage is a learned member of the Retinue whose skills are more intellectual than muscle. They are valued for their ability to uncover arcane knowledge, interpret ancient glyphs, break down hardware, etc. Examples are; Ecclsiarchy Scholars, Archeologists, Tech-adepts, etc.

Psyker-Individuals who can harness and utilize the power of the warp are a valuable commodity. The psyker is an individual who can tap into the power of the Warp. The exact nature of their abilities and power levels vary considerably from psyker to psyker. Examples include; sanctioned psykers, seers, and Astropaths. You may not have more than half of your Retinue made up of Psykers.

Warrior-Warriors make up the muscle of a retinue. They provide the strength of steel, or the weight of fire to help the leader carry out his agenda. For example; Imperial Guard veterans, StromTroopers, Skitarii, cultists, mercenaries, and former gangers.

Driver-Drivers are specialists that focus their attention on being able to maintain and handle transportation for their leaders. For example; Imperial Guard Veterans, former civilian drivers, and pilots. You may not have more than half of your Retinue be Drivers.

Mutant-Mutants are employed by the less scrupulous faction leaders and Radicals. They are humans touched and twisted by industrial pollutions or the power of the warp. They often form the muscle behind a Radical factions Retinue. You may not have more than half of your Retinue made up of Mutants.

Servitors-

Page 22: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

A servitor is an organic machine who has been hardwired to perform certain tasks. They are a living computer, programmed by biological stimuli and imports. You may not have more than half of your Retinue made up of Servitors.

Familiar-A familiar is a unique device that is bounded to the leader of the retinue. It acts as his eyes and ears, and can perform other helpful acts. For example; Servo-skulls, Psyber-Eagles, Cherubims. and Cyber-mastiffs.

Goons-Goons are different then all other character types in the game. Instead of individual models, goons are bought in units of 1-5. You can not have more goon squas then other members of your retinue. They represent the times when various factions call in local muscle like skitarri, gangers, or Imperial Guardsmen.

Unlike other groups, Goons do not gain experience or improve. In addition, they must be purchased before each game begins.

Building a RetinueThe following section details how to build a retinue for games of Shadow War. You have 1,000 resources to begin with.

Leader120 Resources

Starting XP 60+d6

The Retinue is always led by this character. They represent the member who is most dedicated to the goals of the faction the Retinue represents. This person may be an Inquisitor, Rogue Trader, AD-Mech Magos, Confessor, etc. He is the one that decides where to fight and why. He also dictates how the Retinue uses its resources.

M WS BS S T W I A SG LD4 4 4 3 3 1 4 1 7 8

Weapons: The leader maybe armed with hand-to-hand weapons, pistols, basic, special, armor, gear, or grenades and shells.

Advancements: The Leader can have a roll an additional starting experience of +20 for +30 resources, or an additional +40 experience for +50 resources. The experience upgrades will allow any appropriate rolls on the advancement table.

The leader may have access to the Exotic weapons armory for +25 resources.

Faction Upgrades:

Page 23: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Inquisitors- Inquisitors may be Minor Psykers for +25 Resources, or Majoris psykers for +50 resources. Ad-Mech- Magos may have a bionic upgrade for +25 Resources. Ecclesiarchy- Confessors may have a Rosarius for +20 Resources.

Special Rules: All Leaders begin with the leader special ability.

Acolyte60 Resources

Starting xp 60+d6

Acolytes are aspiring to be Retinue leaders within their own factions. As such, they are devoted and loyal minions of the leader’s words and deeds. They attempt to learn their mentor’s craft. They are senior members of the Retinue and are occasionally allowed to operate independently of their masters.

M WS BS S T W I A SG LD4 3 3 3 3 1 3 1 7 7 Weapons: The Acolyte maybe armed with hand-to-hand weapons, pistols, basic, special, armor, gear or grenades and shells.

Advancements: The Acolyte can increase his starting experience by +20 points for +40 resources. This will allow any appropriate experience upgrades.

The Acolyte can be given the Leader special ability for +25 resources.

Faction Upgrades: Inquisitors- Inquisitors may be Minor Psykers for +40 Resources, Ad-Mech- Magos may have a bionic upgrade for +40 Resources. Ecclesiarchy- Confessors may have a Rosarius for +25 Resources

Sage25 ResourcesStarting XP 5

The Sage is a member of the retinue because he has specialized skills or knowledge that no other member of the Retinue possesses. They are typically very good at investigations, connecting data, unraveling mysteries, and figuring out new technology. However, as much as they excel at thinking, they are not very effective in a fight.

M WS BS S T W I A SG LD4 2 2 3 3 1 3 1 7 6

Weapons: The Sage may be armed with hand-to-hand weapons, pistols, gear, or armor.

Page 24: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Advancements: For +20 resources the Sage maybe allowed one roll on the Techno skill table, or to increase his Sagacity to 8.

Faction Upgrades: None

Psyker60 resources

Starting XP 20+d6

Psykers are blessed and cursed individuals. Their mind can tap directly into the power of the warp and manipulate the energies found there. However, the Warp is a dangerous place not meant for mortal minds to taper with. It is filled with predatory warp spawn and demons who will use the unprotected mind of a psyker as a gateway into the material world to wreak havoc. As such only the strongest psykers can be allowed to live within the Imperium of Man.

M WS BS S T W I A SG LD4 2 2 3 3 1 3 1 6 7

Weapons: The Sage may be armed with hand-to-hand weapons, pistols, gear, or armor. All Psykers are considered to be Minor Psykers at purchase.

Advancements: A Minor Psyker can be upgraded to a Majoris for +25 Resources.

Faction Upgrades:Ad-Mech and Ecclesiarchy factions pay an additional +25 Resources to hire a Psyker.

Special Rules: All Psykers follow the special rules for Psykers.

Warrior50 resources

Starting XP 20+d6

Warriors form the bulk of a Retinue, and are the muscle. They excel at physical violence. Warriors are recruited from any number of worlds and traditions by their masters. A warrior can be a primitive hunter, a ferocious head hunter, a street thug, an Imperial Guard veteran, a Death Cult member, to any of a number of strange and exotic backgrounds.

M WS BS S T W I A SG LD4 3 3 3 3 1 3 1 5 7

Weapons: The warrior maybe armed with hand-to-hand weapons, pistols, basic, special, armor, gear or grenades and shells.

Page 25: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Advancements: The warrior can increase his starting experience by +10 points for +25 resources. This will allow any appropriate experience upgrades.

A warrior maybe allowed to access to the Heavy, Exotics or Bionic armory for +50 resources per armory.

Faction Upgrades: None

Driver50 Resources

Starting XP 20+d6

Drivers are a unique breed. They specialize in getting the leader and his Retinue from point A to point B as quickly and safely as possible. Some are ex-military types, others former civilians, and others are off-worlders brought into the Retinue just for their specialized skills. Either way, they are a unique part of any retinue.

M WS BS S T W I A SG LD4 3 3 3 3 1 3 1 5 7

Weapons: The driver maybe armed with hand-to-hand weapons, pistols, armor, gear or grenades and shells. He may choose from the Special and Heavy charts, but only if the weapon is mounted on a vehicle as a dedicated weapon.

Advancements: The driver can choose to increase his starting experience by +10, and take a random roll on the Driver skill table. This costs +25 Resource points.

Faction Upgrades: None

Special Rules: Each Driver allows the Retinue to purchase of 3 bikes of 1 other vehicle from the Vehicles table.

Mutants25 ResourcesStarting XP 0

Mutant henchmen in a retinue can come from any number of backgrounds. On many Imperial worlds, a mutant is the result of an environment polluted beyond repair. However, exposure to warp craft and chaos taint can also lead to mutation. As a result, mutants are not trusted by loyal Imperial citizens.

M WS BS S T W I A SG LD4 2 2 3 3 1 3 1 3 6

Page 26: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Weapons: The mutant maybe armed with hand-to-hand weapons, pistols, basic, armor, gear, or grenades and shells.

Advancements: The mutant can increase his starting experience by +5 points for +15 resources. This will allow any appropriate experience upgrades.

A mutant may roll once on the Mutation table for +25 Resources.

Faction Upgrades:Mutants may only be chosen by Radicals.

Servitors75 Resources

Starting XP 50+d6

A servitor holds a unique place in Imperial society. It is essentially a biological automaton that is programmed to perform certain functions. The more sophisticated the Servitor, the more functions it can perform. They are common part of Imperial life.

Typically, Servitors found in Shadow War retinues are combat varieties. These types are programmed for battle. They do not think for themselves and can only execute on orders from their masters.

M WS BS S T W I A SG LD4 3 3 3 3 1 3 1 2 7

Weapons: A servitor maybe equipped with hand-to-hand, Special, Heavy, gear, or Bionics list.

Advancements: A Servitor may be equipped with armor plates for +20 resources per level.

Faction Upgrades: None

Special Rules: They automatically come equipped with the Muscle: Bulging Biceps skill. A servitor follows the special rules for Servitors.

Familiar25 Resources

Starting XP 20+d6

Familiars are unique blend of technologies. They are devices used to act as an additional set of eyes and ears for the familiar’s master. They have limited combat abilities, but are more commonly used as trackers and data collectors.

M WS BS S T W I A SG LD6 2 2 3 3 1 3 1 2 7

Page 27: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Weapons: A familiar maybe equipped with one pistol.

Advancements: A Familiar may be equipped with armor plates for +20 resources per level.

Faction Upgrades: None

Special Rules: A familiar follows the special rules for Servitors.

GoonsResources: 15 per ModelExperience: 15 per Model

Goons represent the hired muscle the various factions can call on in a pinch. They represent the nameless and faceless Imperial Guardsmen, Crew Members, and Skitarri. They are usually armed muscle. They are called in as needed by the Factions leader.

M WS BS S T W I A SG LD4 3 3 3 3 1 3 1 5 7

Weapons: The goons may choose one from each table of the following options:

Weapons:Las (or Auto) pistol and CC weaponLas (or auto)gunShotgun

Gear:Flak ArmorSmoke GrenadesManstopper shellsRespiratorCarapace Armor (+10 Resources per model)

Advancements: None

Faction Upgrades: None

Special Rules:Goons are purchased in batches of 1-5 models. You can not have more batches of goons then other members of the retinue.

Goons do not gain experience. The experience listed is for rating purposes only.

Goons must be purchased before each game. They will not carry over from game to game.

Page 28: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Goons can not be used for any post-battle functions such as gathering resources, investigating, etc.

Armory Below is the list of armories that various members of the Retinue may have access to. Some items are restricted to specific factions, Retinue members, or have some other criteria. This will be listed in the armory lists.

Hand-to-HandWeapon Name Resources NotesKnife 5 (First is free)Club/Axe/Hand Weapon 10Massive Weapon 10 2-HandedChain/Flail 10Spear 10Sword 10Chainsword 15Eviscerator 25 Ecclesiarchy only

PistolsWeapon Name Resources NotesStub Gun 10Auto-pistol 15Las-pistol 15Bolt Pistol 20Hell Pistol 20Handbow 5

BasicWeapon Name Resources NotesShotgun 20Lasgun 25Autogun 20Boltgun 35Long Las 35Laslock 15Hellgun 30Blunderbuss 8Musket 6Crossbow/Bow 5

Page 29: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Bola 5

SpecialWeapon Name Resources NotesPlasma Gun 70Flamer 40Hand Flamer 15 1-handedPlasma Pistol 25 1-handedGrenade Launcher 130 Grenades SeperateMelta Gun 95Storm Bolter 45Aux Launcher 60 Grenades Sep, Rifle Attach

ArmorArmor Name Resources NotesPrimitive 5Shield 5Body Glove 5Flak 15Mesh 25Carapace 50Power 150Refractor Field 35Conversion Field 50Displacer Field 75Rosarius 35 Ecclesiarchy Only

Grenades/ShellsGrenade/Shell Name Resources NotesManstopper 5Hot-shot 5Bolt 10Dum-Dum 5Inferno Bolt 10 Inquisition OnlyHellfire Bolts 10 Inquisition OnlyStalker Bolt 10 Inquisition OnlyPsi-Bolts 10 Inquisition Only

Frag 35Krak 50Melta 75Photon-Flash 25Smoke 15

Page 30: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Frag Missile 35Krak Missile 115Anti-Plant Missile 25

HeavyWeapon Name Resources NotesHeavy Stubber 120Heavy Bolter 180Heavy Flamer 185Auto-cannon 300Plasma Cannon 285Multi-Melta 235Missile Launcher 185 Missiles SeperateLascannon 400

VehiclesVehicles Name Resource NotesBike/Ski 35Car/Boat/Cart 45Truck/Barge 55Track 65Flyer 400

ExoticsExotic Name Resources NotesWeb pistol 75 1-handedWebber 100Needle Rifle 150Needle Pistol 100 1-handedDigital Weapon 35 No HandsPower Axe 300Power Sword 350Power Maul 250Power Fist 500Psi-Cannon 300 Inquisition OnlyIncinerator 185 Inquisition OnlyShuriken Catapult 45 Radical OnlyPulse Carbine 45 Radical Only

Pulse Rifle 55 Radical OnlyKroot rifle 35 Radical OnlyInferno Pistol 100 1-handedScare Grenade 45Choke Grenade 35

Page 31: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Hallucinogen Grenade 75Plasma Grenade 95Psychic Hood 125 No HandsExterminator 25 Rifle Attach, Ecclesiarchy

BionicsBionics Name Resources NotesBionic Eye 5Bionic Arm 15Bionic Leg 15Mechandrites 15 Ad-Mech OnlyArmor Plates 20Buzz Saw 25 Chainsaw 25 Claw 15 Hammer 20 Rock Drill 15 Shears 15

GearGear Name Resources NotesInfra Red Sight 15 Only 1 sight per weaponMono-Scope 15 Only 1 sight per weaponRed-dot sight 15 Only 1 sight per weaponTelescopic Sight 15 Only 1 sight per weaponBio-Scanner 15Bio-Booster 25Clip Harness 5Filter Plugs 5Grav-Chute 15Concealed Blade 5Grapnel 15Infra-Red Goggles 20Medi-pak 30Photo-contacts 10Photo-visor 15Silencer 15Respirators 15Auspex 15Psi-tracker 20Psi-nullifier 30Weapon Re-load 15

ARMORY to be added:

Page 32: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

However, most items can be found in the Necro or GorkaMorka Armory sections with some exceptions.

Add Vehicle Upgrades

Serious InjuriesSerious Injuries work the same way as the rules found in Necromunda. In addition, permenant damage to vehicles follows the same rules as those found in GorkaMorka.

If a member of the Retinue is killed, all his weapons and equipment is lost. It may not be reallocated to other members of the group. This is an important rule.

The MedicaeAll of the factions involved in The Shadow War are official and sanctioned Imperial organizations. As such, they have access to Medical facilities far beyond the capabilities of lowly Hive gangers. As such, if a member of a Retinue is injured, the Leader may choose to send them to the Medicae.

Only one member of the Retinue may be sent to the Medicae at a time. A model can be sent to the Medicae anytime after they receive a serious wound that affects their characteristics. When the model is sent, he automatically must miss the next game while he is being looked after.

A trip to the Medicae costs the Retinue 20 + 3d6 Resources. As such, it is not a decision to be taken lightly. If the amount is not available or cannot be paid, no result roll is made, but the model still misses the next game. Each trip can only deal with one serious injury at a time.

Roll a d6 to determine the result of the visit:

0-1 The model is retired due to injury. All equipment is lost and the model is considered dead.

2-3 Nothing can be done.4-6 The model misses 1d3 games as he recovers from his injuries. The Serious Injury is

removed from the models roster.

Tech-adeptsLike the Medicae, all factions also have access to official Tech-adept resources for repairing damaged vehicles and adding on new vehicle upgrades. Most factions have brought their own loyal tech-adepts with them to service their vehicle pool as needed. As such, there services are limited.

Page 33: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Only one vehicle can be sent for repairs per game. A vehicle can be sent to the Tech-adepts anytime after they receive serious damage that affects the machines profile. When the vehicle is sent, it automatically must miss the next game while it is being repaired.

A trip to the Tech-adepts costs the Retinue 20 + 3d6 Resources. As such, it is not a decision to be taken lightly. If the amount is not available or cannot be paid, no result roll is made, but the vehicle still misses the next game. Each trip can only deal with one serious damage result at a time.

Roll a d6 to determine the result of the visit:

0-1 The Vehicle is retired due to the damage. All equipment is lost and the vehicle is considered destroyed.

2-3 Nothing can be done.4-6 The Vehicle misses 1d3 games as it is rebuilt. The Serious Damage is removed from the

model's roster.

ExperienceAs members of a retinue engage in battles and investigations, they will earn experience and improve. This system is designed to help illustrate a retinue’s growth in the Shadow War. Use the rules found in the Necromunda rulebook for Experience with the exceptions listed below.

Experience Table

0-5 Rookie6-10 Rookie11-15 Rookie16-20 Senior21-30 Agent31-40 Agent41-50 Agent51-60 Agent61-80 Operative81-100 Operative101-120 Operative121-140 Operative141-160 Operative161-180 Operative181-200 Operative201-240 Asset241-280 Asset281-320 Asset321-360 Veteran Asset361-420 Veteran Asset421+ Lord (No further advances are allowed)

Page 34: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Advance Table

The Shadow War uses an expanded Advances Table as the game has some additional mechanics. Roll a 2d6 as normal:

2d6 Result 2 New Skill: Choose any skill table and randomly generate a skill. Mutants may

Roll on the Mutation table. Psykers may roll for a new Minor power, and an Ad-Mech Retinue member may choose to have a bionic added.

3-4 New Skill: Select one of the standard skill tables for your faction and randomlygenerate a skill.

5 Characteristic Increase: Roll Again 1-3= +1Strength; 4-6= +1 Attack

6 Characteristic Increase: Roll Again1-3= +1 WS, 4-6= +1 BS

7 Characteristic Increase: Roll Again1-2= +1 Initiative; 3-4= +1 Sagacity; 5-6= +1 Leadership

8 Characteristic Increase: Roll Again1-3= +1 WS, 4-6= +1 BS

9 Characteristic Increase: Roll Again1-3= +1 Wounds, 4-6= +1 Toughness

10-11 New Skill: Select one of the standard skill tables for your faction and randomlygenerate a skill.

12 New Skill: Choose any skill table and randomly generate a skill. Mutants may Roll on the Mutation table. Psykers may roll for a new Minor power, and an Ad-Mech Retinue member may choose to have a bionic added.

Skill TablesBelow you will find the skill tables used in Shadow War. As you can see at a glance, they are very different from the ones located in either the Necromunda or Gorkamorka rulebook.

Inquisition (Non-Aligned)Agility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X XAcolyte X X X X

Page 35: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Sage X XPsyker X XWarrior X X XDriver X X XMutant X X

Inquisition (Ordo Malleus)Agility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage X XPsyker X XWarrior X X X XDriver X X XMutant X X

Inquisition (Ordo Xeno)Agility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X XAcolyte X X X XSage X XPsyker X XWarrior X X XDriver X X XMutant X X

Inquisition (Ordo Hereticus)Agility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage X XPsyker X XWarrior X X X XDriver X XMutant X X

Adeptus MechanicusAgility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage X XPsyker X XWarrior X X XDriver X X XMutant X X

Page 36: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

EcclesiarchyAgility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage X XPsyker X XWarrior X X XDriver X XMutant X X

Rogue TraderAgility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage X XPsyker X XWarrior X X XDriver X X XMutant X X

Lesser FactionsAgility Combat Ferocity Muscle Shooting Techno Driving

Leader X X X X XAcolyte X X X X XSage XPsyker XWarrior X X XDriver X XMutant X X

Skills

If the model has received a skill upgrade, simply go to the appropriate skill table and roll 2d6. The result will be the new skill the model has learned.

Agility Skills2. Catfall- A fighter with Catfall may take an initiative test to avoid damage from falling. If

the fighter rolls under his initiative, he has rolled out of the fall. Though uninjured, the fighter will still be pinned. Falls of more than 12 inches will still take the model Out of Action.

3. Dodge- The model receives a 6+ save against shooting and hand-to-hand attacks. This is an unmodified save that is not effected by weapon modifiers. This save is taken

Page 37: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

separately from normal armor saves. If the model successfully dodges a blast template, the model can be moved up to 2”, as long as the move takes the model out of the blast radius.

4. Jump Back- At the beginning of any hand-to-hand combat phase, the fighter may attempt to disengage from combat. Before any other actions or skills are used, the fighter rolls a d6. If the result is less than the model's initiative he may immediately jump 2 inches straight back, leaving any opponents behind.

5. Leap- The fighter may leap d6 inches during his movement phase. He may leap only once in his turn and leap must be either before or after the rest of his movement. If the fighter moves more than 4 inches including his leap, the fighter is treated as if he ran. A leap will take a fighter over any man-high obstacle, including enemy models, without penalty. The fighter may also use leap to jump over gaps between buildings or other terrain, but you must commit to this before you roll to determine the length of the leap. If the fighter fails to make it across the gap, he will fall and take damage as normal.

6. Quickdraw- A fighter with this skill will double his Initiative when taking part in a quickdraw scenario. In addition, he may carry a single basic/special weapon and still receive a bonus for fighting with two hand-to-hand combat weapons as if he only had hand-to-hand weapons.

7. First Strike- A fighter with this skill in hand-to-hand will doubled his initiative to determine who strikes first in close combat.

8. Headlong Leap- When this fighter gets into hand-to-hand combat on vehicles he is overwhelmed with ‘road rage.’ The fighter gains +1 to his initiative when attempting to board enemy vehicles and may choose who he fights if he successfully boards, even the driver.

9. Gotcha- A fighter with this skill may leap from a moving vehicle onto an opponent that is on foot. The fighter may leap at any point in the vehicle’s movement at any enemy that is within 2” of the vehicle. The fighter does not take any damage from the leap and the opponent takes a single hit at the fighter toughness. If the opponent survives then the two models are locked into hand-to-hand combat and the leaper counts as charging in the first round.

10. Hit and Run- A fighter with this skill who is armed with a close combat weapon can make a single rake attack in his movement phase. The fighter must pass within 1 inch of an enemy model during his move in order to make a single attack. Roll for the attack as a normal hand-to-hand attack. If the fighter with the skill wins, he has hit with a single attack. Roll for wounding and saves as normal.

11. Sprint- The model may triple its movement rate when it runs or charges as opposed to the normal doubling.

12. Deflect Shot- A fighter with this skill can attempt to block an incoming shot with a close combat weapon. The model firing the shot must be at least 12 inches away to attempt to deflect. Roll a d6+1 (minimum score is 2 and highest is 7). If the roll is lower than the deflecting fighter's WS, the shot has been knocked aside.

Combat Skills2. Combat Master- If the model is attacked by multiple opponents in the hard to hand face,

he can use their numbers against them. For every opponent beyond the first, the model with this skill may add +1 to his WS.

Page 38: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

3. Overbalance- This fighter is especially skilled at his footwork, so good that he can force his opponent to stumble and overbalance themselves. As a result, any fumbles rolled by an opponent when fighting in hand-to-hand with this model are at an additional -1. So every fumble reduces the opponent's overall combat score by 2.

4. Disarm- The model may use this skill against one enemy model at the beginning of the hand-to-hand combat phase. Roll a d6, on a 4+ the enemy model automatically loses one weapon of your choice. If the model with this skill wins the combat, the disarmed weapon is considered to be permanently destroyed and removed from the gang roster. If the disarmed model wins combat, it is assumed he can recover the disarmed weapon. If a model is disarmed of all other weapons, he is always assumed to have a knife.

5. Monkey Grip- Not encumbered in hand-to-hand with heavy weapon6. Feint- he model may choose to convert any parries they normally receive into attacks.

Each parry equals +1 attack. The model may choose to feint or parry at the beginning of each hand-to-hand combat phase.

7. Play Chicken- If a vehicle attempts to run over, swipe, or rake a warrior with this skill they stand their ground as the vehicle closes in and draw their close-combat weapon. If the model manages to jump out of the way, they are allowed a single close combat attack at the vehicle. The attack is made immediately after the model jumps out of the way, and before the vehicle completes its move. The attack is worked out as normal, but the model with this skill can choose to attack any part of the vehicle they wish.

8. Parry- A model with this skill can parry, even if they are not armed with a weapon that normally allows a parry. If the model is equipped with a weapon that parries, they can force the opponent to re-roll two attack rolls.

9. Counter attack- If the model's parry is negated for any reason, the model may roll an extra attack dice for each negated parry immediately.

10. Sustained Assault- The model can follow-up a successful close combat by charging their normal charge range, but only if it brings them into close combat with another enemy model. If no enemy models are within charge range, then the model can only consolidate two inches as normal.

11. Killing Blow- The model with killing blow can add an extra +1 to the combat resolution score for each critical success rolled. Therefore, if the attacker rolls a six, they add an additional +2 tot he combat resolution instead of the +1. .

12. Step Aside- The model has an uncanny ability to dodge blows in close combat. If the model is hit, roll a d6 for each successful wounding hit. On a 4+, the model has dodged the blow. Armor save modifiers do not apply, and the model is still allowed armor saves as normal.

Ferocity Skills2. Berserk Charge- The model may choose to perform a berserk charge when they enter

hand-to-hand. If the perform a berserk charge, they can double their attack dice when they charge, but lose the ability to parry.

3. Hard as Nails- The model has the ability to shrug off wounds that would debilitate a normal person. After a wounding hit where the saving throw is failed, the model rolls a d6. On a 6+ the wound is ignored.

Page 39: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

4. Inspirational- Other members of this retinue's model may use this model's leadership instead of their own to make LD tests as long as they are within 6 inches. If the model also has the Leader ability, then the range of this skill is 12 inches.

5. Impetuous- The model's follow-up move is increased for 2 inches to 4 inches. 6. Iron Will- Only models with the leader skill may take this ability. They are allowed to re-

roll failed bottle rolls as long as the leader is not down or out of action.7. Killer Reputation- The model causes fear when they charge an opponent. 8. Fearless-The model is immune to the effects of fear and terror.9. Nerves of Steel- The model can re-roll failed pinning tests.10. Heroic- The model can re-roll any one dice, once during the game. The results of the

second roll are final. 11. True Grit- When determining injuries, a 1-2 equals a flesh wound, 3-5 is down, and 6 is

out of action. When rolling results for special weapons such as Needle Rifles, add 1 to the lowest range band.

12. Play Chicken- If a vehicle attempts to run over, swipe, or rake a warrior with this skill they stand their ground as the vehicle closes in and draw their gun. If the model manages to jump out of the way, they are allowed a single shooting attack at the vehicle. The attack is made immediately after the model jumps out of the way, and before the vehicle completes its move.

Muscle Skills2. Body Slam- 3. Bulging Biceps4. Hard- -1 to strength of incoming attacks5. Crushing Blow6. Head Butt- If the fighter inflicts two or more wounds in close combat, he may choose to

exchange all of his hits into a single hit with a strength bonus. The strength is equal to =1 strength for each additional hit scored beyond the first. For example, you can exchange two str 4 hits for a single strength 5 hit. The blunt force of the head butt is such that the victim will fight with half WS, rounding down, in the next round of combat; if they survive the initial head butt.

7. Hurl Opponent- If the fighter wins a round of combat, he may throw his opponenet instead of inflicting normal damage. The fighter may throw his opponent up to d6” away in the direction of his choice. When he lands, the thrown fighter automatically takes one hit at half the strength of the distance thrown, rounding up. Thrown fighters that hit a solid object stop where they are and take damage. If the thrown fighter hits another fighter, they will both take damage as described above. Note that model's may throw their opponent off buildings or vehicles. Throwing a fighter will only earn the throw a single wounding hit experience award.

8. Iron Jaw9. Strong Man- 10. Heckuva Grip- Can have two single and one two handed weapon11. Grapple- As Ash Wastes12. Cling On- If thrown from ledge/vehicle. Fighter avoids the fall by rolling strength or

under on a d6.

Page 40: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Shooting Skills2. Crackshot3. Rock Steady Aim4. Fast Shot5. Walk Fire6. Gunfighter7. Cool Head8. Hip Shooting9. Dakka- Re-roll sustained fire10. Marksmen11. Bomber- Re-roll to hit with grenades12. Rapid Fire

Stealth Skills2. Ambush3. Distract- Cause overwatch shooter to go out of overwatch4. Dive5. Escape Artist6. Fool Auspex- If doesn't move, can hide from Auspex7. Evade8. Play Dead9. Stealthy- If doesn't move, add one level to cover save. 10. Infiltrate11. Sneak Up12. Backstab- If you engage in hand-to-hand from hiding, attacks are doubled.

Techno Skills2. Armorer3. Fixer4. Barter5. Inventor6. Investigation7. Scavenger8. Medic9. Mechanic10. Specialists11. Weaponsmith12. Leader

Driving Skills2. Shadow3. Iron Grip- May re-roll intiative test when boarding4. Get Away Driver5. Surprise Leap- If the model jumps out of the way of an oncoming vehicle, he instead

leaps onto the vehicle. 6. Stunt Driver

Page 41: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

7. Skid Start8. Emergency Stop9. Back Seat Driver10. Repair in Motion11. Skid Turn12. Jink

Collecting ResourcesResources is the generic term used in The Shadow War to represent contacts, scraps of information, money, and other useful commodities that a Retinue has to help its leader accomplish his objectives. Resources are gathered and used by all members of the Retinue and represents the group’s web of contacts, informants, and other hangers-on.

When a Retinue is created, it starts with 1,000 resources. Any leftover resource after retinue creation simply goes into the Retinues coffers to be used later on. However, as the Retinue progresses, these initial resources will quickly dry up as fighters are killed, injured, and equipment upgraded. As a result, the Retinue will need a method to gain new resources.

After every game, the surviving members of a Retinue can attempt to gather Resources. This represents the members of the group going out and working their supporters and contacts for information and money. Group members, who were Out of Action in the last game, may not gather resources as they are too busy recuperating.

Leaders, Servitors, Familiars and Drivers never go out to gather resources. Leaders are too occupied running the Retinue. Servitors and familiars are simply mindless automaton with nothing of value to add. Drivers are too occupied with maintaining all of the Retinues vehicles, after all that was what he was hired to do.

For each member who is gathering resources, roll a 2d6. Take the results and add them up. Then consult with the following table to see how many resources were gathered.

Models in the RetinueResources 1-3 4-6 7-9 10-12 13-15 16-19 19+0-29 15 10 5 0 0 0 030-49 25 20 15 5 0 0 050-79 35 30 25 15 5 0 080-119 50 45 40 30 20 5 0120-169 65 60 55 45 35 15 0170-229 85 80 75 65 55 35 15230-299 105 100 95 85 75 55 35300-379 120 115 110 100 90 65 45380-459 135 130 125 115 105 80 55460-559 145 140 135 125 115 90 65560+ 155 150 145 135 125 100 70

Page 42: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

The number on the chart is the amount that can be added to the Retinues coffers. This money can be used to buy new members, upgrade equipment, perform medical treatment on injured Retinue members, or have vehicles repaired.

Acquiring KnowledgeThe various factions on Ammoriss are constantly trying to uncover new secrets and information to one up their rivals. They do this by Investigating. A proper investigation can uncover secret cabals, uncover hidden clues, and help to ascertain the whereabouts of amazing discoveries.

Investigating

In the Post-Battle sequence, a Retinue may choose to Investigate. Any model maybe part of an investigation with the following exceptions: models put out of Action, models that did not participate in the battle or models that are gathering resources.

To help determine the results of the investigation, add the Sagacity of all the models participating in the Investigation and add them together. Then consult the chart below to determine the number of Investigation dice. The Investigation dice are used to determine the results of the Investigation.

Sagacity Investigation Dice0-8 09-15 116-22 223-36 336+ 4

Now, roll the number of Investigation Dice earned and consult the table below to determine the results of the Investigation.

Dice Roll Results0-5 The Investigation runs into a dead-end.6-11 Uncovered a loose end. Roll once on the Loose Ends Table.12-17 A promising lead. Roll once on the Lead Table. 18-23 Solid Information. Roll Twice on the Lead Table.24+ Breakthrough! Choose a Breakthrough category and roll once.

Loose EndsLoose ends are minor clues, often prompted by looking beyond the clue itself. It involves following a money trail, investigating the friend of a friend, or following circumstantial evidence. A Loose End sometimes leads to a broader conspiracy, but typically ends up in a dead end.

Roll a 2d6

Page 43: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

2-4 Dead-end5-6 This Loose End looks promising. On the next Investigation Dice roll, add +1 to

the result. 7-8 The Loose End has revealed more than was expected. Add d6 on the next

Investigation Dice roll.9-10 The Loose End has led to a number of interesting results. Add 1 dice to the

Investigation Dice next time.11-12 The Loose End has paid off big time. You may now roll on the Lead Table.

LeadsSometimes following up on a loose end or an investigation will uncover a more tangible lead that can followed up on.

Lead Table

If a lead is uncovered, roll a 6d66 and consult the chart below.

11-13- Take a gamble! In an attempt to win the confidence of a source, the leader can wager as many resources points as the player wants. Roll a d6. On a 4+ the retinue wins back the resource points times two. Otherwise the resources are lost.

14-15- Uncovered Documents. While researching in some musty archive, the investigators have uncovered a clear paper trail. This allows the Retinue's leader to plan his next move. The retinue adds a plus or minus one to the next scenario roll.

16- New source. The investigators have managed to get close to a new source of information. The methods are best kept secret, but regardless the retinue now has access to a new source of information. On the next Investigation roll the team earns an additional dice.

21-22- Spiking the guns. The retinue has managed to get to someone close to their rivals. A careful bit of bribery here and some extortion there has allowed their agents to steal or tamper with the enemy retinues ammunition and weapons. The opposing retinue is forced to take an ammo roll for all of their weapon's before the next battle. If failed, the weapon is no longer working for the next battle.

23-24- Poisoning. The retinue has managed to get to someone close to one of their rivals. Their proxy agent has tampered with the food of the rival warband. As a result, all Old Battle Wounds are forced to flare up before the next battle. All members of the retinue with an Old Battle Wound miss the next battle.

25- Departmento Cartographius. The investigators have a contact in the Department of Maps. As a result, the warband has an amazing amount of detailed knowledge of the local area. The retinue can start up to 4 retinue members start in reserve. At the beginning of the second turn, they can be deployed anywhere on the board, more than 8 inches away from an opponent. The

Page 44: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

retinue members are assumed to have used vents, tunnels, or other back alley methods to worm their way into position.

26- Street Doctor. The investigators have uncovered a local street doctor of suitable quality. Instead of using the Medicae, they can use the Street Doctor. The retinue gets a free Medicae visit for any one retinue member.

31- Charmed. The investigator has uncovered a hidden treasure deep in the archives. Its origins is shrouded in mystery and myth. However, the charm allows the wearer to detect an overwatch shot seconds before it occurs. As a result, the wearer has a special 5+ dodge save against shot taken at the wearer from overwatch.

32-33- Sabotage! The retinue has bribed or extorted their way close to one of their opponents warbands. They have managed to sabotage one enemy vehicle. Randomly determine the vehicle and make a roll on the Permanent Damage table immediately.

34-35- Fixer. The retinue has uncovered a smuggling network. The fixers provide the Retinue up to 1d3x10 resources of gear. This is either confiscated during the raid, or offered as a bribe to the retinue for protection.

36- Jackpot! The Investigators have uncovered secret accounts and resources that they can tap into. The Investigators are allowed to roll an additional 2d6 resource points that are added onto whatever resources the retinue has all ready acquired this campaign turn.

41- Arcane Rituals. The Investigators have uncovered arcane rituals from the early days of the Imperium. These rituals were designed to alter the influence of the warp in the materium. During the next battle, the retinue can either automatically pass a psychic test, or force a failure on an opposing psyker's psychic test.

42- Tech-Priest. The Investigators have uncovered evidence to bribe or extort a local tech priest. As a result, the retinue can attempt to have permanent vehicle damage repaired for free on a single vehicle in the retinue.

43- Uncovering a Death Cult. The Investigation has uncovered a Death Cult. As a result, one member of the retinue may choose a roll on the Agility skill table even when they earn a new experience level instead of rolling randomly on the Advancement Table. Any retinue member can use this even if they are not normally allowed a roll on the Agility table. This can either be due to techniques uncovered while shutting the Death Cult down, or training given by the cult as a bribe to the retinue.

44- Ancient Lore. The Investigators have dug deep into the archives and found arcane lore. As a result, one member of the retinue may choose to roll on the Techno skill table when they earn a new experience level instead of rolling randomly on the advancement table. Any retinue member can use this roll, even if they are not normally allowed to roll on the Techno table.

Page 45: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

45- Uncover a warrior cabal. The investigators have uncovered a secret cabal of soldiers, officers, or other warriors. This allows one member of the retinue to roll on the Combat OR Shooting skill table when they earn a new experience level. This is instead of rolling randomly on the advancement table. Any retinue member may make this roll, even if they are not normally allowed to roll on this chart. This extra training represents one of the retinue infiltrating the group, manuals recovered from the group, or as a bribe from the cabal for protection and safety.

46- Secret Laboratorium. Through careful calculation, investigation, and spycraft the retinue has located concealed Laboratorium that has been producing illicit chemicals. This allows the retinue to get 1d6 free doses of one of the following; spur, slaught, or frenzon. These chemicals were either located in the raid, given as a bribe, or stolen by the retinue.

51-52- Holy/Unholy Charm. The retinue has managed to uncover an ancient charm. It's origins are shrouded in mystery and myth. The wearer is allowed a single re-roll for any failed Leadership tests.

53- Assassination attempt. The investigators have managed to track down one of the opposing retinues people while they are going about their tasks, and launch an assassination attempt on their life. Randomly determine a member of the opposing retinue and roll on the Serious Injury table. This is the result of the assassination attempt.

54-55- The Investigation has been long and laborious. It has garnered a great deal of information that can lead into further investigations. The retinue earns 1d6 experience points that can be allocated to the various retinue members however the player wishes. Make Advancement Rolls as needed.

56-61 New Recruits! The investigation has recruited new talent to join the retinue. Roll a d6 and consult the chart below:

1-3- Warrior

4- Sage

5- Psyker

6- Driver

The new recruit comes unequipped, but has not recruitment costs other than their equipment.

62-66 Major Breakthrough! The Investigation has had a major breakthrough. The Investigators may now roll on the Major Breakthrough Tables.

Page 46: The Shadow War - z1.ifrm.comz1.ifrm.com/2/150/0/p1009728/The_Shadow_War.pdf · Not a Free thinker: Servitors can only receive orders and follow its programming. As a result, it cannot

Breakthrough! There are 5 categories of Breakthroughs; Warpcraft, Lost Technology, Holy Relics, Lore, and Xeno. Each has a different results list with varying potential outcomes listed below.